]> git.localhorst.tv Git - blobs.git/blobdiff - src/creature/creature.cpp
"look around" activity
[blobs.git] / src / creature / creature.cpp
index 7ad0657e0d176f2a14412b5eb984255e6f707706..ff3a81c06c050b3a8013f5ddc6d44e06ef63696a 100644 (file)
@@ -11,6 +11,7 @@
 #include "Goal.hpp"
 #include "IdleGoal.hpp"
 #include "../app/Assets.hpp"
+#include "../graphics/color.hpp"
 #include "../math/const.hpp"
 #include "../ui/string.hpp"
 #include "../world/Body.hpp"
 
 #include <algorithm>
 #include <sstream>
+#include <glm/gtx/rotate_vector.hpp>
 #include <glm/gtx/transform.hpp>
 #include <glm/gtx/vector_angle.hpp>
 
 #include <iostream>
 #include <glm/gtx/io.hpp>
 
+using blobs::graphics::hsl2rgb;
+using blobs::graphics::rgb2hsl;
+
 
 namespace blobs {
 namespace creature {
@@ -142,6 +147,8 @@ Creature::Creature(world::Simulation &sim)
 , goals()
 , situation()
 , steering(*this)
+, heading_target(0.0, 0.0, -1.0)
+, heading_manual(false)
 , perception_range(1.0)
 , perception_range_squared(1.0)
 , perception_omni_range(1.0)
@@ -180,17 +187,17 @@ void Creature::Ingest(int res, double amount) noexcept {
                // 30% of solids stays in body
                AddMass(res, amount * 0.3 * composition.Compatibility(res));
        } else {
-               // 5% of fluids stays in body
-               AddMass(res, amount * 0.05 * composition.Compatibility(res));
+               // 10% of fluids stays in body
+               AddMass(res, amount * 0.1 * composition.Compatibility(res));
        }
        math::GaloisLFSR &random = sim.Assets().random;
        if (random.UNorm() < AdaptChance()) {
                // change color to be slightly more like resource
                glm::dvec3 color(rgb2hsl(sim.Resources()[res].base_color));
                // solids affect base color, others highlight
-               double p = sim.Resources()[res].state == world::Resource::SOLID ? 0 : 1;
-               double q = random.UInt(3); // hue, sat, or val
-               double r = random.UInt(2); // mean or deviation
+               int p = sim.Resources()[res].state == world::Resource::SOLID ? 0 : 1;
+               int q = random.UInt(3); // hue, sat, or val
+               int r = random.UInt(2); // mean or deviation
                math::Distribution *d = nullptr;
                double ref = 0.0;
                if (p == 0) {
@@ -224,16 +231,30 @@ void Creature::Ingest(int res, double amount) noexcept {
                                } else if (diff > 0.5) {
                                        diff -= 1.0;
                                }
-                               // move ±15% of distance
-                               d->Mean(std::fmod(d->Mean() + diff * random.SNorm() * 0.15, 1.0));
+                               // move 0-15% of distance
+                               d->Mean(std::fmod(d->Mean() + diff * random.UNorm() * 0.15, 1.0));
                        } else {
-                               d->Mean(glm::clamp(d->Mean() + diff * random.SNorm() * 0.15, 0.0, 1.0));
+                               d->Mean(glm::clamp(d->Mean() + diff * random.UNorm() * 0.15, 0.0, 1.0));
                        }
                } else {
                        // scale by ±15%, enforce bounds
                        d->StandardDeviation(glm::clamp(d->StandardDeviation() * (1.0 + random.SNorm() * 0.15), 0.0001, 0.5));
                }
        }
+       if (sim.Resources()[res].state == world::Resource::LIQUID && random.UNorm() < AdaptChance()) {
+               // change texture randomly
+               // TODO: make change depending on surroundings and/or resource
+               int p = random.UInt(2); // back or side
+               int q = random.UInt(2); // mean or deviation
+               math::Distribution &d = p ? genome.skin_side : genome.skin_back;
+               if (q == 0) {
+                       // move ± one standard deviation
+                       d.Mean(d.Mean() + (random.SNorm() * d.StandardDeviation()));
+               } else {
+                       // scale by ±10%, enforce bounds
+                       d.StandardDeviation(glm::clamp(d.StandardDeviation() * (1.0 + random.SNorm() * 0.1), 0.0001, 0.5));
+               }
+       }
 }
 
 void Creature::DoWork(double amount) noexcept {
@@ -430,6 +451,14 @@ void Creature::AddGoal(std::unique_ptr<Goal> &&g) {
        goals.emplace_back(std::move(g));
 }
 
+void Creature::SetBackgroundTask(std::unique_ptr<Goal> &&g) {
+       bg_task = std::move(g);
+}
+
+Goal &Creature::BackgroundTask() {
+       return *bg_task;
+}
+
 namespace {
 
 bool GoalCompare(const std::unique_ptr<Goal> &a, const std::unique_ptr<Goal> &b) {
@@ -470,23 +499,27 @@ void Creature::TickState(double dt) {
        state.pos += f.vel * dt;
        state.vel += f.acc * dt;
        situation.EnforceConstraints(state);
-       if (glm::length2(state.vel) > 0.000001) {
-               glm::dvec3 nvel(glm::normalize(state.vel));
-               double ang = glm::angle(nvel, state.dir);
-               double turn_rate = PI * 0.75 * dt;
-               if (ang < turn_rate) {
-                       state.dir = glm::normalize(state.vel);
-               } else if (std::abs(ang - PI) < 0.001) {
-                       state.dir = glm::rotate(state.dir, turn_rate, situation.GetPlanet().NormalAt(state.pos));
-               } else {
-                       state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, nvel)));
+
+       if (!heading_manual && glm::length2(state.vel) > 0.000001) {
+               const glm::dvec3 normal(situation.GetPlanet().NormalAt(state.pos));
+               const glm::dvec3 tangent(state.vel - (normal * glm::dot(state.vel, normal)));
+               if (glm::length2(tangent) > 0.000001) {
+                       heading_target = glm::normalize(tangent);
                }
        }
+       double ang = glm::angle(heading_target, state.dir);
+       double turn_rate = PI * 0.75 * dt;
+       if (ang < turn_rate) {
+               state.dir = heading_target;
+               heading_manual = false;
+       } else {
+               state.dir = glm::rotate(state.dir, turn_rate, glm::normalize(glm::cross(state.dir, heading_target)));
+       }
+
        situation.SetState(state);
        // work is force times distance
-       // exclude gravity for no apparent reason
-       // actually, this should solely be based on steering force
-       DoWork(glm::length(f.acc - situation.GetPlanet().GravityAt(state.pos)) * Mass() * glm::length(f.vel) * dt);
+       // keep 10% of gravity as a kind of background burn
+       DoWork(glm::length(f.acc - (0.9 * situation.GetPlanet().GravityAt(state.pos))) * Mass() * glm::length(f.vel) * dt);
 }
 
 Situation::Derivative Creature::Step(const Situation::Derivative &ds, double dt) const noexcept {
@@ -617,7 +650,16 @@ void Creature::BuildVAO() {
        vao->ReserveAttributes(6 * 4, GL_STATIC_DRAW);
        {
                auto attrib = vao->MapAttributes(GL_WRITE_ONLY);
-               const float offset = 1.0f;
+               constexpr float offset = 1.0f;
+               constexpr float max_tex = 5.999f;
+               const float tex[6] = {
+                       0.0f, // face
+                       float(std::floor(skin_side * max_tex)), // left
+                       float(std::floor(skin_back * max_tex)), // top
+                       float(std::floor(skin_back * max_tex)), // back
+                       float(std::floor(skin_side * max_tex)), // right
+                       0.0f, // bottom
+               };
                for (int surface = 0; surface < 6; ++surface) {
                        const float tex_u_begin = surface < 3 ? 1.0f : 0.0f;
                        const float tex_u_end = surface < 3 ? 0.0f : 1.0f;
@@ -630,7 +672,7 @@ void Creature::BuildVAO() {
                        attrib[4 * surface + 0].normal[(surface + 2) % 3] = surface < 3 ? 1.0f : -1.0f;
                        attrib[4 * surface + 0].texture.x = tex_u_begin;
                        attrib[4 * surface + 0].texture.y = 1.0f;
-                       attrib[4 * surface + 0].texture.z = surface;
+                       attrib[4 * surface + 0].texture.z = tex[surface];
 
                        attrib[4 * surface + 1].position[(surface + 0) % 3] = -offset;
                        attrib[4 * surface + 1].position[(surface + 1) % 3] =  offset;
@@ -640,7 +682,7 @@ void Creature::BuildVAO() {
                        attrib[4 * surface + 1].normal[(surface + 2) % 3] = surface < 3 ? 1.0f : -1.0f;
                        attrib[4 * surface + 1].texture.x = tex_u_end;
                        attrib[4 * surface + 1].texture.y = 1.0f;
-                       attrib[4 * surface + 1].texture.z = surface;
+                       attrib[4 * surface + 1].texture.z = tex[surface];
 
                        attrib[4 * surface + 2].position[(surface + 0) % 3] =  offset;
                        attrib[4 * surface + 2].position[(surface + 1) % 3] = -offset;
@@ -650,7 +692,7 @@ void Creature::BuildVAO() {
                        attrib[4 * surface + 2].normal[(surface + 2) % 3] = surface < 3 ? 1.0f : -1.0f;
                        attrib[4 * surface + 2].texture.x = tex_u_begin;
                        attrib[4 * surface + 2].texture.y = 0.0f;
-                       attrib[4 * surface + 2].texture.z = surface;
+                       attrib[4 * surface + 2].texture.z = tex[surface];
 
                        attrib[4 * surface + 3].position[(surface + 0) % 3] = offset;
                        attrib[4 * surface + 3].position[(surface + 1) % 3] = offset;
@@ -660,7 +702,7 @@ void Creature::BuildVAO() {
                        attrib[4 * surface + 3].normal[(surface + 2) % 3] = surface < 3 ? 1.0f : -1.0f;
                        attrib[4 * surface + 3].texture.x = tex_u_end;
                        attrib[4 * surface + 3].texture.y = 0.0f;
-                       attrib[4 * surface + 3].texture.z = surface;
+                       attrib[4 * surface + 3].texture.z = tex[surface];
                }
        }
        vao->BindElements();
@@ -702,6 +744,7 @@ void Spawn(Creature &c, world::Planet &p) {
        p.AddCreature(&c);
        c.GetSituation().SetPlanetSurface(p, glm::dvec3(0.0, 0.0, p.Radius()));
        c.GetSituation().Heading(glm::dvec3(1.0, 0.0, 0.0));
+       c.HeadingTarget(glm::dvec3(1.0, 0.0, 0.0));
 
        // probe surrounding area for common resources
        int start = p.SideLength() / 2 - 2;
@@ -744,7 +787,7 @@ void Spawn(Creature &c, world::Planet &p) {
        double color_divisor = 0.0;
 
        if (p.HasAtmosphere()) {
-               c.AddMass(p.Atmosphere(), 0.01);
+               c.AddMass(p.Atmosphere(), 0.005);
                color_avg += c.GetSimulation().Resources()[p.Atmosphere()].base_color * 0.1;
                color_divisor += 0.1;
        }
@@ -771,6 +814,9 @@ void Spawn(Creature &c, world::Planet &p) {
        genome.highlight_saturation = { 1.0 - hsl.y, 0.01 };
        genome.highlight_lightness = { 1.0 - hsl.z, 0.01 };
 
+       genome.skin_side = { 0.5, 0.01 };
+       genome.skin_back = { 0.5, 0.01 };
+
        genome.Configure(c);
 }
 
@@ -802,6 +848,8 @@ void Genome::Configure(Creature &c) const {
        );
        c.BaseColor(hsl2rgb(base_color));
        c.HighlightColor(hsl2rgb(highlight_color));
+       c.BackSkin(glm::clamp(skin_back.FakeNormal(random.SNorm()), 0.0, 1.0));
+       c.SideSkin(glm::clamp(skin_side.FakeNormal(random.SNorm()), 0.0, 1.0));
        c.SetBackgroundTask(std::unique_ptr<Goal>(new BlobBackgroundTask(c)));
        c.AddGoal(std::unique_ptr<Goal>(new IdleGoal(c)));
 }
@@ -814,13 +862,16 @@ void Split(Creature &c) {
        a->Name(c.GetSimulation().Assets().name.Sequential());
        c.GetGenome().Configure(*a);
        for (const auto &cmp : c.GetComposition()) {
-               a->AddMass(cmp.resource, cmp.value * 0.5);
+               // require at least 0.1%
+               if (cmp.value > 0.002) {
+                       a->AddMass(cmp.resource, cmp.value * 0.5);
+               }
        }
        s.GetPlanet().AddCreature(a);
        // TODO: duplicate situation somehow
        a->GetSituation().SetPlanetSurface(
                s.GetPlanet(),
-               s.Position() + glm::rotate(s.Heading() * a->Size() * 0.6, PI * 0.5, s.SurfaceNormal()));
+               s.Position() + glm::rotate(s.Heading() * a->Size() * 0.86, PI * 0.5, s.SurfaceNormal()));
        a->BuildVAO();
        c.GetSimulation().Log() << a->Name() << " was born" << std::endl;
 
@@ -829,12 +880,15 @@ void Split(Creature &c) {
        b->Name(c.GetSimulation().Assets().name.Sequential());
        c.GetGenome().Configure(*b);
        for (const auto &cmp : c.GetComposition()) {
-               b->AddMass(cmp.resource, cmp.value * 0.5);
+               // require at least 0.1%
+               if (cmp.value > 0.002) {
+                       b->AddMass(cmp.resource, cmp.value * 0.5);
+               }
        }
        s.GetPlanet().AddCreature(b);
        b->GetSituation().SetPlanetSurface(
                s.GetPlanet(),
-               s.Position() + glm::rotate(s.Heading() * b->Size() * 0.6, PI * -0.5, s.SurfaceNormal()));
+               s.Position() + glm::rotate(s.Heading() * b->Size() * 0.86, PI * -0.5, s.SurfaceNormal()));
        b->BuildVAO();
        c.GetSimulation().Log() << b->Name() << " was born" << std::endl;