]> git.localhorst.tv Git - blobs.git/commitdiff
avoid crowded tiles
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Thu, 30 Nov 2017 08:34:47 +0000 (09:34 +0100)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Thu, 30 Nov 2017 08:34:47 +0000 (09:34 +0100)
src/creature/creature.cpp
src/creature/goal.cpp

index 5bfac3cf91939e3be417a2147657391534ff337c..e736d524232b47ae18580522feffe6a2859616ac 100644 (file)
@@ -461,6 +461,7 @@ void Genome::Configure(Creature &c) const {
                        need->gain = intake * 0.5;
                }
                need->name = c.GetSimulation().Resources()[comp.resource].label;
+               need->value = 0.4;
                need->inconvenient = 0.5;
                need->critical = 0.95;
                c.AddNeed(std::move(need));
index 77a0dece1a261b55cdf9318529ea6682d947accf..d72c3015be1ddbfddcc2d4936d7404154bf9828d 100644 (file)
@@ -173,31 +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);