From: Daniel Karbach Date: Thu, 30 Nov 2017 08:34:47 +0000 (+0100) Subject: avoid crowded tiles X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=806a118a907a5391c135983e7d57e27def521e5b;p=blobs.git avoid crowded tiles --- diff --git a/src/creature/creature.cpp b/src/creature/creature.cpp index 5bfac3c..e736d52 100644 --- a/src/creature/creature.cpp +++ b/src/creature/creature.cpp @@ -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)); diff --git a/src/creature/goal.cpp b/src/creature/goal.cpp index 77a0dec..d72c301 100644 --- a/src/creature/goal.cpp +++ b/src/creature/goal.cpp @@ -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);