+#include "Goal.hpp"
+#include "LocateResourceGoal.hpp"
+
+#include "Creature.hpp"
+#include "../world/Planet.hpp"
+#include "../world/TileType.hpp"
+
+namespace blobs {
+namespace creature {
+
+Goal::Goal()
+: urgency(0.0)
+, interruptible(true)
+, complete(false) {
+}
+
+Goal::~Goal() noexcept {
+}
+
+
+LocateResourceGoal::LocateResourceGoal(int res)
+: res(res) {
+}
+
+LocateResourceGoal::~LocateResourceGoal() noexcept {
+}
+
+void LocateResourceGoal::Enable(Creature &c) {
+}
+
+void LocateResourceGoal::Tick(double dt) {
+}
+
+void LocateResourceGoal::Action(Creature &c) {
+ if (c.GetSituation().OnSurface()) {
+ const world::TileType &t = c.GetSituation().GetTileType();
+ auto yield = t.FindResource(res);
+ if (yield != t.resources.cend()) {
+ // hoooray
+ c.GetSteering().Halt();
+ Complete(true);
+ } else {
+ // go find somewhere else
+ const world::Planet &planet = c.GetSituation().GetPlanet();
+ double side_length = planet.SideLength();
+ double offset = side_length * 0.5;
+ glm::ivec2 loc = glm::ivec2(c.GetSituation().Position() + offset);
+ glm::ivec2 seek_radius(2);
+ glm::ivec2 begin(glm::max(glm::ivec2(0), loc - seek_radius));
+ glm::ivec2 end(glm::min(glm::ivec2(side_length), loc + seek_radius));
+ const world::TileType::Yield *best = nullptr;
+ glm::ivec2 best_pos;
+ double best_distance = 2 * side_length * side_length;
+ for (int y = begin.y; y < end.y; ++y) {
+ for (int x = begin.x; x < end.x; ++x) {
+ const world::TileType &type = planet.TypeAt(c.GetSituation().Surface(), x, y);
+ auto yield = type.FindResource(res);
+ if (yield != type.resources.cend()) {
+ double dist = glm::length2(glm::dvec3(x - offset + 0.5, y - offset + 0.5, 0.0) - c.GetSituation().Position());
+ 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;
+ }
+ }
+ }
+ }
+ if (best) {
+ c.GetSteering().GoTo(glm::dvec3(best_pos.x - offset + 0.5, best_pos.y - offset + 0.5, 0.0));
+ } else {
+ // oh crap
+ }
+ }
+ } else {
+ // well, what now?
+ }
+}
+
+}
+}