+#include "BlobBackgroundTask.hpp"
#include "Goal.hpp"
#include "IdleGoal.hpp"
#include "LocateResourceGoal.hpp"
namespace blobs {
namespace creature {
+BlobBackgroundTask::BlobBackgroundTask(Creature &c)
+: Goal(c) {
+}
+
+BlobBackgroundTask::~BlobBackgroundTask() {
+}
+
+std::string BlobBackgroundTask::Describe() const {
+ return "being a blob";
+}
+
+void BlobBackgroundTask::Tick(double dt) {
+}
+
+void BlobBackgroundTask::Action() {
+ // check if eligible to split
+ if (GetCreature().Mass() > GetCreature().GetProperties().Birth().mass * 1.8) {
+ double fert = GetCreature().Fertility();
+ double rand = Assets().random.UNorm();
+ if (fert > rand) {
+ std::cout << "[" << int(GetCreature().GetSimulation().Time())
+ << "s] " << GetCreature().Name() << " split" << std::endl;
+ Split(GetCreature());
+ return;
+ }
+ }
+ // check for random property mutation
+ if (GetCreature().Mutability() > Assets().random.UNorm()) {
+ double amount = 1.0 + (Assets().random.SNorm() * 0.05);
+ auto &props = GetCreature().GetGenome().properties;
+ double r = Assets().random.UNorm();
+ math::Distribution *d = nullptr;
+ if (Assets().random.UNorm() < 0.5) {
+ auto &set = props.props[(int(Assets().random.UNorm() * 4.0) % 4) + 1];
+ if (r < 0.25) {
+ d = &set.age;
+ } else if (r < 0.5) {
+ d = &set.mass;
+ } else if (r < 0.75) {
+ d = &set.fertility;
+ } else {
+ d = &set.highlight;
+ }
+ } else {
+ if (r < 0.2) {
+ d = &props.strength;
+ } else if (r < 0.4) {
+ d = &props.stamina;
+ } else if (r < 0.6) {
+ d = &props.dexerty;
+ } else if (r < 0.8) {
+ d = &props.intelligence;
+ } else {
+ d = &props.mutability;
+ }
+ }
+ if (Assets().random.UNorm() < 0.5) {
+ d->Mean(d->Mean() * amount);
+ } else {
+ d->StandardDeviation(d->StandardDeviation() * amount);
+ }
+ }
+}
+
+
Goal::Goal(Creature &c)
: c(c)
, on_complete()
}
void IdleGoal::Action() {
- double fert = GetCreature().Fertility();
- double rand = Assets().random.UNorm();
- if (fert > rand) {
- std::cout << "[" << int(GetCreature().GetSimulation().Time())
- << "s] " << GetCreature().Name() << " split" << std::endl;
- Split(GetCreature());
- }
}
, target_pos(0.0)
, target_srf(0)
, target_tile(0)
-, searching(false) {
+, searching(false)
+, reevaluate(0.0) {
}
LocateResourceGoal::~LocateResourceGoal() noexcept {
}
void LocateResourceGoal::Enable() {
- LocateResource();
+
}
void LocateResourceGoal::Tick(double dt) {
+ reevaluate -= dt;
}
void LocateResourceGoal::Action() {
- if (!found) {
+ if (reevaluate < 0.0) {
+ LocateResource();
+ reevaluate = 3.0;
+ } else if (!found) {
if (!searching) {
LocateResource();
} else {
} else {
GetSteering().GoTo(target_pos);
}
+ GetSteering().Haste(Urgency());
}
void LocateResourceGoal::LocateResource() {
glm::ivec2 loc = planet.SurfacePosition(srf, pos);
glm::ivec2 seek_radius(2);
glm::ivec2 begin(glm::max(glm::ivec2(0), loc - seek_radius));
- glm::ivec2 end(glm::min(glm::ivec2(planet.SideLength() - 1), loc + seek_radius));
+ glm::ivec2 end(glm::min(glm::ivec2(planet.SideLength()), loc + seek_radius + glm::ivec2(1)));
- const world::TileType::Yield *best = nullptr;
- glm::ivec2 best_pos;
- double best_distance;
+ double rating[end.y - begin.y][end.x - begin.x] { 0.0 };
- for (int y = begin.y; y <= end.y; ++y) {
- for (int x = begin.x; x <= end.x; ++x) {
+ // find close and rich field
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
const world::TileType &type = planet.TypeAt(srf, x, y);
auto yield = type.FindResource(res);
if (yield != type.resources.cend()) {
- double dist = glm::length2(planet.TileCenter(srf, x, y) - pos);
- if (!best) {
- best = &*yield;
- best_pos = glm::ivec2(x, y);
- best_distance = dist;
- } else if (yield->ubiquity - (dist * 0.125) > best->ubiquity - (best_distance * 0.125)) {
- best = &*yield;
- best_pos = glm::ivec2(x, y);
- best_distance = dist;
- }
+ // TODO: subtract minimum yield
+ rating[y - begin.y][x - begin.x] = yield->ubiquity;
+ double dist = std::max(0.125, 0.25 * glm::length(planet.TileCenter(srf, x, y) - pos));
+ rating[y - begin.y][x - begin.x] /= dist;
}
}
}
- if (best) {
+
+ // demote crowded tiles
+ for (auto &c : planet.Creatures()) {
+ if (&*c == &GetCreature()) continue;
+ if (c->GetSituation().Surface() != srf) continue;
+ glm::ivec2 coords(c->GetSituation().SurfacePosition());
+ if (coords.x < begin.x || coords.x >= end.x) continue;
+ if (coords.y < begin.y || coords.y >= end.y) continue;
+ rating[coords.y - begin.y][coords.x - begin.x] *= 0.9;
+ }
+
+ glm::ivec2 best_pos(0);
+ double best_rating = -1.0;
+
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ if (rating[y - begin.y][x - begin.x] > best_rating) {
+ best_pos = glm::ivec2(x, y);
+ best_rating = rating[y - begin.y][x - begin.x];
+ }
+ }
+ }
+
+ if (best_rating) {
found = true;
searching = false;
target_pos = planet.TileCenter(srf, best_pos.x, best_pos.y);
target_pos[(srf + 1) % 3] += Assets().random.SNorm();
// bias towards current direction
target_pos += glm::normalize(GetSituation().Velocity()) * 0.5;
+ target_pos = clamp(target_pos, -planet.Radius(), planet.Radius());
GetSteering().GoTo(target_pos);
}
}