#include "IdleGoal.hpp"
#include "IngestGoal.hpp"
#include "LocateResourceGoal.hpp"
+#include "StrollGoal.hpp"
#include "Creature.hpp"
#include "../app/Assets.hpp"
+#include "../ui/string.hpp"
#include "../world/Planet.hpp"
#include "../world/Resource.hpp"
#include "../world/Simulation.hpp"
void BlobBackgroundTask::Tick(double dt) {
if (breathing) {
// TODO: derive breathing ability
+ int gas = Assets().data.resources["air"].id;
+ // TODO: check if in compatible atmosphere
double amount = GetCreature().GetStats().Breath().gain * -(1.0 + GetCreature().ExhaustionFactor());
GetCreature().GetStats().Breath().Add(amount * dt);
+ // maintain ~1% gas composition
+ double gas_amount = GetCreature().GetComposition().Get(gas);
+ if (gas_amount < GetCreature().GetComposition().TotalMass() * 0.01) {
+ double add = std::min(GetCreature().GetComposition().TotalMass() * 0.025 - gas_amount, -amount * dt);
+ GetCreature().Ingest(gas, add);
+ }
if (GetCreature().GetStats().Breath().Empty()) {
breathing = false;
}
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->OnComplete([&](Goal &) { drink_subtask = nullptr; });
+ drink_subtask->WhenComplete([&](Goal &) { drink_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(drink_subtask));
}
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->OnComplete([&](Goal &) { eat_subtask = nullptr; });
+ eat_subtask->WhenComplete([&](Goal &) { eat_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(eat_subtask));
}
+
+ // when in bad shape, don't make much effort
+ if (stats.Damage().Bad() || stats.Exhaustion().Bad() || stats.Fatigue().Critical()) {
+ GetCreature().GetSteering().DontSeparate();
+ } else {
+ GetCreature().GetSteering().ResumeSeparate();
+ }
}
void BlobBackgroundTask::CheckSplit() {
if (GetCreature().Mass() > GetCreature().OffspringMass() * 2.0
- && GetCreature().OffspringChance() > Assets().random.UNorm()) {
- std::cout << "[" << int(GetCreature().GetSimulation().Time())
- << "s] " << GetCreature().Name() << " split" << std::endl;
+ && GetCreature().OffspringChance() > Random().UNorm()) {
+ GetCreature().GetSimulation().Log() << GetCreature().Name() << " split" << std::endl;
Split(GetCreature());
return;
}
void BlobBackgroundTask::CheckMutate() {
// check for random property mutation
- if (GetCreature().MutateChance() > Assets().random.UNorm()) {
- double amount = 1.0 + (Assets().random.SNorm() * 0.05);
- math::Distribution &d = GetCreature().GetGenome().properties.props[(int(Assets().random.UNorm() * 8.0) % 8)];
- if (Assets().random.UNorm() < 0.5) {
+ if (GetCreature().MutateChance() > Random().UNorm()) {
+ double amount = 1.0 + (Random().SNorm() * 0.05);
+ math::Distribution &d = GetCreature().GetGenome().properties.props[Random().UInt(9)];
+ if (Random().UNorm() < 0.5) {
d.Mean(d.Mean() * amount);
} else {
d.StandardDeviation(d.StandardDeviation() * amount);
}
}
+
+Goal::Goal(Creature &c)
+: c(c)
+, on_complete()
+, on_foreground()
+, on_background()
+, urgency(0.0)
+, interruptible(true)
+, complete(false) {
+}
+
+Goal::~Goal() noexcept {
+}
+
+Situation &Goal::GetSituation() noexcept {
+ return c.GetSituation();
+}
+
+const Situation &Goal::GetSituation() const noexcept {
+ return c.GetSituation();
+}
+
+Steering &Goal::GetSteering() noexcept {
+ return c.GetSteering();
+}
+
+const Steering &Goal::GetSteering() const noexcept {
+ return c.GetSteering();
+}
+
+app::Assets &Goal::Assets() noexcept {
+ return c.GetSimulation().Assets();
+}
+
+const app::Assets &Goal::Assets() const noexcept {
+ return c.GetSimulation().Assets();
+}
+
+math::GaloisLFSR &Goal::Random() noexcept {
+ return Assets().random;
+}
+
+void Goal::SetComplete() {
+ if (!complete) {
+ complete = true;
+ OnComplete();
+ if (on_complete) {
+ on_complete(*this);
+ }
+ }
+}
+
+void Goal::SetForeground() {
+ OnForeground();
+ if (on_foreground) {
+ on_foreground(*this);
+ }
+}
+
+void Goal::SetBackground() {
+ OnBackground();
+ if (on_background) {
+ on_background(*this);
+ }
+}
+
+void Goal::WhenComplete(std::function<void(Goal &)> cb) noexcept {
+ on_complete = cb;
+ if (complete) {
+ on_complete(*this);
+ }
+}
+
+void Goal::WhenForeground(std::function<void(Goal &)> cb) noexcept {
+ on_foreground = cb;
+}
+
+void Goal::WhenBackground(std::function<void(Goal &)> cb) noexcept {
+ on_background = cb;
+}
+
+
+IdleGoal::IdleGoal(Creature &c)
+: Goal(c) {
+ Urgency(-1.0);
+ Interruptible(true);
+}
+
+IdleGoal::~IdleGoal() {
+}
+
+std::string IdleGoal::Describe() const {
+ return "idle";
+}
+
+void IdleGoal::Action() {
+ // use boredom as chance per minute
+ if (Random().UNorm() < GetCreature().GetStats().Boredom().value * (1.0 / 3600.0)) {
+ PickActivity();
+ }
+}
+
+void IdleGoal::PickActivity() {
+ GetCreature().AddGoal(std::unique_ptr<Goal>(new StrollGoal(GetCreature())));
+}
+
+
namespace {
std::string summarize(const Composition &comp, const app::Assets &assets) {
IngestGoal::IngestGoal(Creature &c, Creature::Stat &stat)
: Goal(c)
, stat(stat)
-, accept()
+, accept(Assets().data.resources)
, locate_subtask(nullptr)
, ingesting(false)
, resource(-1)
}
if (ingesting) {
if (OnSuitableTile() && !GetSituation().Moving()) {
- // TODO: determine satisfaction factor
- GetCreature().Ingest(resource, yield * dt);
+ GetCreature().Ingest(resource, yield * GetCreature().GetComposition().Compatibility(resource) * dt);
stat.Add(-1.0 * yield * dt);
if (stat.Empty()) {
SetComplete();
GetSteering().Halt();
} else {
// finally
+ // TODO: somehow this still gets interrupted
Interruptible(false);
ingesting = true;
}
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->OnComplete([&](Goal &){ locate_subtask = nullptr; });
+ locate_subtask->WhenComplete([&](Goal &){ locate_subtask = nullptr; });
GetCreature().AddGoal(std::unique_ptr<Goal>(locate_subtask));
}
}
bool IngestGoal::OnSuitableTile() {
- if (!GetSituation().OnSurface()) {
+ if (!GetSituation().OnGround()) {
return false;
}
const world::TileType &t = GetSituation().GetTileType();
}
-Goal::Goal(Creature &c)
-: c(c)
-, on_complete()
-, urgency(0.0)
-, interruptible(true)
-, complete(false) {
-}
-
-Goal::~Goal() noexcept {
-}
-
-Situation &Goal::GetSituation() noexcept {
- return c.GetSituation();
-}
-
-const Situation &Goal::GetSituation() const noexcept {
- return c.GetSituation();
-}
-
-Steering &Goal::GetSteering() noexcept {
- return c.GetSteering();
-}
-
-const Steering &Goal::GetSteering() const noexcept {
- return c.GetSteering();
-}
-
-app::Assets &Goal::Assets() noexcept {
- return c.GetSimulation().Assets();
-}
-
-const app::Assets &Goal::Assets() const noexcept {
- return c.GetSimulation().Assets();
-}
-
-void Goal::SetComplete() noexcept {
- if (!complete) {
- complete = true;
- if (on_complete) {
- on_complete(*this);
- }
- }
-}
-
-void Goal::OnComplete(std::function<void(Goal &)> cb) noexcept {
- on_complete = cb;
- if (complete) {
- on_complete(*this);
- }
-}
-
-
-IdleGoal::IdleGoal(Creature &c)
-: Goal(c) {
- Urgency(-1.0);
- Interruptible(true);
-}
-
-IdleGoal::~IdleGoal() {
-}
-
-std::string IdleGoal::Describe() const {
- return "idle";
-}
-
-void IdleGoal::Enable() {
-}
-
-void IdleGoal::Tick(double dt) {
-}
-
-void IdleGoal::Action() {
-}
-
-
LocateResourceGoal::LocateResourceGoal(Creature &c)
: Goal(c)
-, accept()
+, accept(Assets().data.resources)
, found(false)
, target_pos(0.0)
-, target_srf(0)
-, target_tile(0)
, searching(false)
-, reevaluate(0.0) {
+, reevaluate(0.0)
+, minimum(0.0) {
}
LocateResourceGoal::~LocateResourceGoal() noexcept {
} else {
double dist = glm::length2(GetSituation().Position() - target_pos);
if (dist < 0.0001) {
+ searching = false;
LocateResource();
} else {
GetSteering().GoTo(target_pos);
}
}
- } else if (OnTargetTile()) {
+ } else if (NearTarget()) {
GetSteering().Halt();
if (!GetSituation().Moving()) {
SetComplete();
found = true;
searching = false;
target_pos = GetSituation().Position();
- target_srf = GetSituation().Surface();
- target_tile = GetSituation().GetPlanet().SurfacePosition(target_srf, target_pos);
} else {
// go find somewhere else
SearchVicinity();
+ if (!found) {
+ Remember();
+ if (!found) {
+ RandomWalk();
+ }
+ }
}
} else {
// well, what now?
+ found = false;
+ searching = false;
}
}
void LocateResourceGoal::SearchVicinity() {
const world::Planet &planet = GetSituation().GetPlanet();
- int srf = GetSituation().Surface();
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)));
- 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()), loc + seek_radius + glm::ivec2(1)));
-
- // this happens when location is way off the planet
- // that's a bug in Situation, actually, but I'm working aound that here
- if (end.x <= begin.x) {
- end.x = begin.x + 2;
- }
- if (end.y <= begin.y) {
- end.y = begin.y + 2;
- }
-
- double rating[end.y - begin.y][end.x - begin.x];
- std::memset(rating, 0, sizeof(double) * (end.y - begin.y) * (end.x - begin.x));
+ constexpr int search_radius = 2;
+ double rating[2 * search_radius + 1][2 * search_radius + 1] = {0};
// 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);
+ for (int y = -search_radius; y < search_radius + 1; ++y) {
+ for (int x = -search_radius; x < search_radius + 1; ++x) {
+ const glm::dvec3 tpos(pos + (double(x) * step_x) + (double(y) * step_y));
+ if (!GetCreature().PerceptionTest(tpos)) continue;
+ const world::TileType &type = planet.TileTypeAt(tpos);
auto yield = type.FindBestResource(accept);
if (yield != type.resources.cend()) {
// TODO: subtract minimum yield
- rating[y - begin.y][x - begin.x] = yield->ubiquity * accept.Get(yield->resource);
- double dist = std::max(0.125, 0.25 * glm::length(planet.TileCenter(srf, x, y) - pos));
- rating[y - begin.y][x - begin.x] /= dist;
+ rating[y + search_radius][x + search_radius] = yield->ubiquity * accept.Get(yield->resource);
+ // penalize distance
+ double dist = std::max(0.125, 0.25 * glm::length2(tpos - pos));
+ rating[y + search_radius][x + search_radius] /= dist;
}
}
}
- // demote crowded tiles
+ // penalize crowding
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;
+ for (int y = -search_radius; y < search_radius + 1; ++y) {
+ for (int x = -search_radius; x < search_radius + 1; ++x) {
+ const glm::dvec3 tpos(pos + (double(x) * step_x) + (double(y) * step_y));
+ if (glm::length2(tpos - c->GetSituation().Position()) < 1.0) {
+ rating[y + search_radius][x + search_radius] *= 0.8;
+ }
+ }
+ }
}
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) {
+ for (int y = -search_radius; y < search_radius + 1; ++y) {
+ for (int x = -search_radius; x < search_radius + 1; ++x) {
+ if (rating[y + search_radius][x + search_radius] > best_rating) {
best_pos = glm::ivec2(x, y);
- best_rating = rating[y - begin.y][x - begin.x];
+ best_rating = rating[y + search_radius][x + search_radius];
}
}
}
- if (best_rating) {
+ if (best_rating > minimum) {
found = true;
searching = false;
- target_pos = planet.TileCenter(srf, best_pos.x, best_pos.y);
- target_srf = srf;
- target_tile = best_pos;
+ 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[(srf + 0) % 3] += Assets().random.SNorm();
- 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());
+ }
+}
+
+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);
}
}
-bool LocateResourceGoal::OnTargetTile() const noexcept {
+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()
- && s.Surface() == target_srf
- && s.OnTile()
- && s.SurfacePosition() == target_tile;
+ return s.OnSurface() && glm::length2(s.Position() - target_pos) < 0.5;
+}
+
+
+StrollGoal::StrollGoal(Creature &c)
+: Goal(c)
+, last(GetSituation().Position())
+, next(last) {
+}
+
+StrollGoal::~StrollGoal() {
+}
+
+std::string StrollGoal::Describe() const {
+ return "take a walk";
+}
+
+void StrollGoal::Enable() {
+ last = GetSituation().Position();
+ GetSteering().Haste(0.0);
+ PickTarget();
+}
+
+void StrollGoal::Action() {
+ if (glm::length2(next - GetSituation().Position()) < 0.0001) {
+ PickTarget();
+ }
+}
+
+void StrollGoal::OnBackground() {
+ SetComplete();
+}
+
+void StrollGoal::PickTarget() noexcept {
+ last = next;
+ next += GetSituation().Heading() * 1.5;
+ const glm::dvec3 normal(GetSituation().GetPlanet().NormalAt(GetSituation().Position()));
+ glm::dvec3 rand_x(GetSituation().Heading());
+ if (std::abs(glm::dot(normal, rand_x)) > 0.999) {
+ rand_x = glm::dvec3(normal.z, normal.x, normal.y);
+ }
+ glm::dvec3 rand_y = glm::cross(normal, rand_x);
+ next += ((rand_x * Random().SNorm()) + (rand_y * Random().SNorm())) * 1.5;
+ next = glm::normalize(next) * GetSituation().GetPlanet().Radius();
+ GetSteering().GoTo(next);
}
}