drink_subtask = new IngestGoal(GetCreature(), stats.Thirst());
for (const auto &cmp : GetCreature().GetComposition()) {
if (Assets().data.resources[cmp.resource].state == world::Resource::LIQUID) {
- drink_subtask->Accept(cmp.resource, 1.0);
+ double value = cmp.value / GetCreature().GetComposition().TotalMass();
+ drink_subtask->Accept(cmp.resource, value);
+ for (const auto &compat : Assets().data.resources[cmp.resource].compatibility) {
+ if (Assets().data.resources[compat.first].state == world::Resource::LIQUID) {
+ drink_subtask->Accept(compat.first, value * compat.second);
+ }
+ }
}
}
drink_subtask->WhenComplete([&](Goal &) { drink_subtask = nullptr; });
eat_subtask = new IngestGoal(GetCreature(), stats.Hunger());
for (const auto &cmp : GetCreature().GetComposition()) {
if (Assets().data.resources[cmp.resource].state == world::Resource::SOLID) {
- eat_subtask->Accept(cmp.resource, 1.0);
+ double value = cmp.value / GetCreature().GetComposition().TotalMass();
+ eat_subtask->Accept(cmp.resource, value);
+ for (const auto &compat : Assets().data.resources[cmp.resource].compatibility) {
+ if (Assets().data.resources[compat.first].state == world::Resource::SOLID) {
+ eat_subtask->Accept(compat.first, value * compat.second);
+ }
+ }
}
}
eat_subtask->WhenComplete([&](Goal &) { eat_subtask = nullptr; });
}
if (ingesting) {
if (OnSuitableTile() && !GetSituation().Moving()) {
- // TODO: determine satisfaction factor
- GetCreature().Ingest(resource, yield * dt);
+ GetCreature().Ingest(resource, yield * GetCreature().GetComposition().Compatibility(Assets().data.resources, resource) * dt);
stat.Add(-1.0 * yield * dt);
if (stat.Empty()) {
SetComplete();
for (const auto &c : accept) {
locate_subtask->Accept(c.resource, c.value);
}
+ locate_subtask->SetMinimum(stat.gain * -1.1);
locate_subtask->Urgency(Urgency() + 0.1);
locate_subtask->WhenComplete([&](Goal &){ locate_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(locate_subtask));
, found(false)
, target_pos(0.0)
, searching(false)
-, reevaluate(0.0) {
+, reevaluate(0.0)
+, minimum(0.0) {
}
LocateResourceGoal::~LocateResourceGoal() noexcept {
} else {
// go find somewhere else
SearchVicinity();
+ if (!found) {
+ Remember();
+ if (!found) {
+ RandomWalk();
+ }
+ }
}
} else {
// well, what now?
// TODO: subtract minimum yield
rating[y + search_radius][x + search_radius] = yield->ubiquity * accept.Get(yield->resource);
// penalize distance
- double dist = std::max(0.125, 0.25 * glm::length(tpos - pos));
+ double dist = std::max(0.125, 0.25 * glm::length2(tpos - pos));
rating[y + search_radius][x + search_radius] /= dist;
}
}
}
}
- if (best_rating > 0.0) {
+ if (best_rating > minimum) {
found = true;
searching = false;
target_pos = glm::normalize(pos + (double(best_pos.x) * step_x) + (double(best_pos.y) * step_y)) * planet.Radius();
GetSteering().GoTo(target_pos);
- } else if (!searching) {
- found = false;
- searching = true;
- target_pos = GetSituation().Position();
- target_pos += Random().SNorm() * step_x;
- target_pos += Random().SNorm() * step_y;
- // bias towards current heading
- target_pos += GetSituation().Heading() * 1.5;
- target_pos = glm::normalize(target_pos) * planet.Radius();
+ }
+}
+
+void LocateResourceGoal::Remember() {
+ glm::dvec3 pos(0.0);
+ if (GetCreature().GetMemory().RememberLocation(accept, pos)) {
+ found = true;
+ searching = false;
+ target_pos = pos;
GetSteering().GoTo(target_pos);
}
}
+void LocateResourceGoal::RandomWalk() {
+ if (searching) {
+ return;
+ }
+
+ const world::Planet &planet = GetSituation().GetPlanet();
+ const glm::dvec3 &pos = GetSituation().Position();
+ const glm::dvec3 normal(planet.NormalAt(pos));
+ const glm::dvec3 step_x(glm::normalize(glm::cross(normal, glm::dvec3(normal.z, normal.x, normal.y))));
+ const glm::dvec3 step_y(glm::normalize(glm::cross(step_x, normal)));
+
+ found = false;
+ searching = true;
+ target_pos = GetSituation().Position();
+ target_pos += Random().SNorm() * step_x;
+ target_pos += Random().SNorm() * step_y;
+ // bias towards current heading
+ target_pos += GetSituation().Heading() * 1.5;
+ target_pos = glm::normalize(target_pos) * planet.Radius();
+ GetSteering().GoTo(target_pos);
+}
+
bool LocateResourceGoal::NearTarget() const noexcept {
const Situation &s = GetSituation();
return s.OnSurface() && glm::length2(s.Position() - target_pos) < 0.5;