]> git.localhorst.tv Git - blobs.git/blobdiff - src/creature/goal.cpp
avoid crowded tiles
[blobs.git] / src / creature / goal.cpp
index ee51a919ba11a71ff7081262b4ebd3f9076c5d10..d72c3015be1ddbfddcc2d4936d7404154bf9828d 100644 (file)
@@ -92,8 +92,7 @@ void IdleGoal::Action() {
        double rand = Assets().random.UNorm();
        if (fert > rand) {
                std::cout << "[" << int(GetCreature().GetSimulation().Time())
-                       << "s] splitting " << GetCreature().Name()
-                       << " because " << fert << " > " << rand << std::endl;
+                       << "s] " << GetCreature().Name() << " split" << std::endl;
                Split(GetCreature());
        }
 }
@@ -130,8 +129,7 @@ void LocateResourceGoal::Action() {
                } else {
                        double dist = glm::length2(GetSituation().Position() - target_pos);
                        if (dist < 0.0001) {
-                               GetSteering().Halt();
-                               searching = false;
+                               LocateResource();
                        } else {
                                GetSteering().GoTo(target_pos);
                        }
@@ -175,31 +173,47 @@ void LocateResourceGoal::SearchVicinity() {
        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 = 1.0 - 0.25 * glm::length2(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);
@@ -212,6 +226,8 @@ void LocateResourceGoal::SearchVicinity() {
                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;
                GetSteering().GoTo(target_pos);
        }
 }