mirror of
https://github.com/fazo96/AIrium.git
synced 2025-01-10 09:34:20 +01:00
completed the move to modular body system
This commit is contained in:
parent
31d92b4cf5
commit
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@ -13,6 +13,8 @@ import java.util.HashMap;
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import java.util.Map;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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import logic.creatures.Eye;
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import logic.creatures.Movement;
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import logic.creatures.Torso;
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import logic.neural.Brain;
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@ -283,9 +285,9 @@ public class World implements Runnable {
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Creature.leaveCorpses = options.get("enable_corpses") > 0;
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Torso.default_radius = Math.round(options.get("creature_radius"));
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Torso.max_hp = Math.round(options.get("creature_max_hp"));
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Creature.max_speed = options.get("creature_max_speed");
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Creature.fov = options.get("creature_fov");
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Creature.sightRange = options.get("creature_sight_range");
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Movement.max_speed = options.get("creature_max_speed");
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Eye.fov = options.get("creature_fov");
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Eye.sightRange = options.get("creature_sight_range");
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Torso.hpDecay = options.get("creature_hp_decay");
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Creature.hpForAttacking = options.get("creature_hp_for_attacking");
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Creature.hpForEatingPlants = options.get("creature_hp_for_eating_plants");
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@ -6,9 +6,7 @@
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package logic.creatures;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import static logic.creatures.Creature.fov;
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import static logic.creatures.Creature.hpForAttacking;
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import static logic.creatures.Creature.pointsForAttacking;
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import logic.Element;
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/**
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*
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@ -17,28 +15,49 @@ import static logic.creatures.Creature.pointsForAttacking;
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public class Beak extends BodyPart {
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private float length;
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private boolean attacking = false;
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public static float max_length = Torso.default_radius / 4, min_length = max_length / 4;
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public Beak(float angle, Creature creature) {
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super(1, 1, angle, 1, creature);
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super(3, 1, angle, 1, creature);
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length = min_length;
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}
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@Override
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public float[] update() {
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return new float[]{};
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public float[] act() {
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float r[] = new float[]{
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length / max_length, // current beak length
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length > max_length / 2 ? 1f : 0f, // wether the beak is doing damage
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attacking ? 1f : 0f
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};
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attacking = false;
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return r;
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}
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@Override
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public void interactWithElement(Element e, float distance, float relAngle) {
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if (e instanceof Creature && distance < length && length > max_length / 2 && Math.abs(relAngle) < 0.3f) {
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// Can attack
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creature.praise(Creature.pointsForAttacking);
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creature.getTorso().heal(length*Creature.hpForAttacking/2);
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((Creature) e).getTorso().heal(-length*Creature.hpForAttacking/2);
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attacking = true;
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}
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}
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@Override
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protected void draw(ShapeRenderer s, float relX, float relY) {
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s.set(ShapeRenderer.ShapeType.Line);
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// Draw Beak
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s.setColor(getLength() / Beak.max_length, 1 - getLength() / Beak.max_length, 0, 1);
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s.line((float) (relX + creature.getX()), (float) (relY + creature.getY()), (float) (relX * (1.5f + getLength() / Beak.max_length) + creature.getX()), (float) (relY * (1.5f + getLength() / Beak.max_length) + creature.getY()));
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if (attacking) {
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s.circle((float) (relX * (1.5f + getLength() / Beak.max_length) + creature.getX()), (float) (relY * (1.5f + getLength() / Beak.max_length) + creature.getY()), 0.3f);
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}
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}
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@Override
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protected void useOutputs(float[] outputs) {
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public void readFromBrain(float[] outputs) {
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length = outputs[0] * max_length;
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if (length > max_length) {
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length = max_length;
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@ -1,7 +1,7 @@
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package logic.creatures;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.mygdx.game.Log;
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import logic.Element;
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/**
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*
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@ -9,7 +9,7 @@ import com.mygdx.game.Log;
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*/
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public abstract class BodyPart {
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protected int inputNeuronsUsed, outputNeuronsUsed;
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protected int inputNeuronsUsed;
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protected float angle, distFromCenter;
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protected float outputs[];
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protected Creature creature;
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@ -22,7 +22,29 @@ public abstract class BodyPart {
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outputs = new float[outputNeuronsUsed];
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}
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public abstract float[] update();
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/**
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* Prepare data to be sent to the brain
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*
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* @return the data to send to the brain, must be inputNeuronsUsed long
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*/
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public abstract float[] act();
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/**
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* Interact with another element
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*
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* @param e the Element (creature or plant)
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* @param distance the distance
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* @param relAngle the relative angle
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*/
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public abstract void interactWithElement(Element e, float distance, float relAngle);
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/**
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* Receive some data from the brain
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*
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* @param data the data received from the brain, will be outputNeuronsUsed
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* long
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*/
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public abstract void readFromBrain(float data[]);
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protected abstract void draw(ShapeRenderer s, float relX, float relY);
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@ -31,15 +53,13 @@ public abstract class BodyPart {
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double relY = Math.sin(creature.getDirection() + angle) * creature.getTorso().getRadius() * distFromCenter;
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draw(s, (float) relX, (float) relY);
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}
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protected abstract void useOutputs(float outputs[]);
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public int getInputNeuronsUsed() {
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return inputNeuronsUsed;
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}
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public int getOutputNeuronsUsed() {
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return outputNeuronsUsed;
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return outputs.length;
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}
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public float getAngle() {
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@ -2,7 +2,6 @@ package logic.creatures;
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import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
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import com.mygdx.game.Game;
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import com.mygdx.game.Log;
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import java.util.ArrayList;
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import java.util.logging.Level;
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import java.util.logging.Logger;
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@ -18,15 +17,15 @@ import logic.neural.Brain;
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public class Creature extends Element implements Runnable {
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public static int brain_hidden_layers = 2, brain_hidden_neurons = 10;
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public static float max_speed = 3, fov, sightRange, corpseDecayRate = 0, pointsForEatingPlants = 1f, pointsForAttacking = 2f, hpForAttacking = 1f, hpForEatingPlants = 1f;
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public static float corpseDecayRate = 0, pointsForEatingPlants = 1f, pointsForAttacking = 2f, hpForAttacking = 1f, hpForEatingPlants = 1f;
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public static boolean leaveCorpses = false;
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private final Brain brain;
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private final Torso torso;
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private final Beak beak;
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private final ArrayList<BodyPart> bodyParts;
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private float dir, speed, fitness, rotSpeed;
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private boolean eating = false, killing = false, workerDone = false, killWorker = false;
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private float dir, fitness = 0;
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private boolean workerDone = false, killWorker = false;
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private Sight[] sights;
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private Thread workerThread;
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@ -39,13 +38,12 @@ public class Creature extends Element implements Runnable {
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public Creature(float x, float y) {
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super(x, y, Torso.default_radius);
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dir = (float) (Math.random() * 2 * Math.PI);
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speed = 0;
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rotSpeed = 0;
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fitness = 0;
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bodyParts = new ArrayList<BodyPart>();
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bodyParts.add(torso = new Torso(this));
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bodyParts.add(beak = new Beak(0, this));
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brain = new Brain(9, 5, brain_hidden_layers, brain_hidden_neurons);
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bodyParts.add(new Eye(5, 0, this));
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bodyParts.add(new Movement(this));
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brain = new Brain(howManyInputNeurons(), howManyOutputNeurons(), brain_hidden_layers, brain_hidden_neurons);
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sights = new Sight[2];
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}
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@ -80,80 +78,17 @@ public class Creature extends Element implements Runnable {
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killWorker = true;
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return;
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}
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if (speed > max_speed) {
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speed = max_speed;
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}
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if (speed < -max_speed) {
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speed = -max_speed;
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}
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// apply speed
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float xMul = (float) Math.cos(dir), yMul = (float) Math.sin(dir);
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move(xMul * speed, yMul * speed);
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if (getX() < 0) {
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setX(Game.get().getWorld().getWidth() + getX());
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} else if (getX() > Game.get().getWorld().getWidth()) {
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setX(getX() - Game.get().getWorld().getWidth());
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}
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if (getY() < 0) {
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setY(Game.get().getWorld().getHeight() + getY());
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} else if (getY() > Game.get().getWorld().getHeight()) {
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setY(getY() - Game.get().getWorld().getHeight());
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}
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dir += rotSpeed;
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//fitness -= 0.1;
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if (dir > 2 * Math.PI) {
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dir -= 2 * Math.PI;
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} else if (dir < 0) {
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dir += 2 * Math.PI;
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// collect inputs
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float values[] = new float[howManyInputNeurons()];
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int i = 0;
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for (BodyPart b : bodyParts) {
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for (float v : b.act()) {
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values[i] = v;
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i++;
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}
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}
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// read from sensors and interact with world
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sights = interactWithWorld();
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// feed data to brain
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float[] values = new float[brain.getNeurons()[0].length];
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int valueCounter = 0;
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for (BodyPart b : bodyParts) {
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for (float v : b.update()) {
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values[valueCounter] = v;
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valueCounter++;
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}
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}
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// VIEW: PLANTS
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// 0: sight(v): see food?
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// 1: sight(v): distance
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// 2: sight(v): angle
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// 3: sight(v): size
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// VIEW: CREATS
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// 4: sight(c): see food?
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// 5: sight(c): distance
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// 6: sight(c): angle
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// 8: sight(c): hunger
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// 7: sight(c): beak.getLength()
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// OTHER:
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// 8: food sensor
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int viewSensors = 4;
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for (int i = 0; i < sights.length; i++) {
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int offset = i * viewSensors + valueCounter;
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if (sights[i] == null || sights[i].getElement() == null) {
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// See nothing
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values[0 + offset] = 0;
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values[1 + offset] = 0;
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values[2 + offset] = 0;
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values[3 + offset] = 0;
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} else {
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// See something
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values[1 + offset] = sights[i].getDistance() / sightRange;
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values[2 + offset] = sights[i].getAngle();
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if (sights[i].getElement() instanceof Vegetable) {
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values[0 + offset] = 1f;
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values[3 + offset] = sights[i].getElement().getSize() / torso.getRadius();
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} else {
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values[0 + offset] = 1f;
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values[3 + offset] = Torso.max_hp - ((Creature) sights[i].getElement()).getTorso().getHp() / Torso.max_hp;
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values[3 + offset] = ((Creature) sights[i].getElement()).getBeak() / Beak.max_length;
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}
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}
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}
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values[8] = eating || killing ? 1 : 0;
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interactWithWorld();
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// compute behavior
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float[] actions = null;
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try {
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@ -162,7 +97,7 @@ public class Creature extends Element implements Runnable {
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// Should not happen
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Logger.getLogger(Creature.class.getName()).log(Level.SEVERE, null, ex);
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}
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int i = 0;
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i = 0;
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// Save brain outputs to body parts
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for (BodyPart b : bodyParts) {
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int n = 0;
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@ -172,11 +107,8 @@ public class Creature extends Element implements Runnable {
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i++;
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n++;
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}
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b.useOutputs(data);
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b.readFromBrain(data);
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}
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Log.log(Log.DEBUG, "Accel: " + actions[0] + " RotClock: " + actions[1] + " RotAntiClock: " + actions[2] + " Beak: " + actions[3]);
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speed = (actions[0] * 2 - actions[4] / 2) * max_speed;
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rotSpeed = actions[1] - actions[2];
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}
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@Override
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@ -185,124 +117,22 @@ public class Creature extends Element implements Runnable {
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for (BodyPart b : bodyParts) {
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b.render(s);
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}
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// Prepare vision stuff
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double relX = Math.cos(dir), relY = Math.sin(dir);
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float c = 0;
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float eyeX = (float) (relX * getSize() * 0.6f), eyeY = (float) (relY * getSize() * 0.6f);
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// Draw Sight Lines
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s.set(ShapeRenderer.ShapeType.Line);
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if (Game.get().getWorld().getOptions().getOrDefault("draw_sight_lines", 0f) > 0) {
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for (Sight sight : sights) {
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if (sight != null) {
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c = sight.getDistance() / sightRange * 2 + sightRange;
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} else {
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}
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if (sight != null) {
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if (sight.getElement() instanceof Creature) {
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s.setColor(c, 0, 0, 1);
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} else if (sight.getElement() instanceof Vegetable) {
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s.setColor(0, c, 0, 1);
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}
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s.line(eyeX + getX(), getY() + eyeY, sight.getElement().getX(), sight.getElement().getY());
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}
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}
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}
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// Draw eye
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if (sights[0] == null && sights[1] == null) {
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s.setColor(1, 1, 1, 1);
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} else {
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s.setColor(sights[1] == null ? 0 : 1, sights[0] == null ? 0 : 1, 0, 1);
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}
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s.circle(getX() + eyeX, getY() + eyeY, 3);
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// Draw FOV cone
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float degrees = fov * 360f / (float) Math.PI;
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float orient = dir * 180f / (float) Math.PI - degrees / 2;
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if (Game.get().getWorld().getOptions().getOrDefault("draw_view_cones", 0f) > 0) {
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s.setColor(0.3f, 0.3f, 0.3f, 1);
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s.arc((float) eyeX + getX(), (float) eyeY + getY(), sightRange, orient, degrees);
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}
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}
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/**
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* Store Sight information (what the creature sees) and eat/attack if
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* applicable
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*
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* @return the sight information retrieved
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* Make the body components interact with the world
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*/
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public Sight[] interactWithWorld() {
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Sight[] newSights = new Sight[2];
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// Try to see plant
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Element seen = null;
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float dist = 0, angle = 0, ndir = dir - (float) Math.PI;
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eating = false;
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for (Element e : Game.get().getWorld().getPlants()) {
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float tempDist = distanceFrom(e);
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if (tempDist > sightRange) {
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continue;
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}
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//Log.log(Log.DEBUG,"TempDist "+tempDist+" SightRange "+sightRange);
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float relAngle = (float) (Math.atan2(getY() - e.getY(), getX() - e.getX()));
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if (tempDist < dist || seen == null) {
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// Check if Visible
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if (Math.abs(relAngle - ndir) < fov) {
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// Visible
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seen = e;
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angle = relAngle - ndir;
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dist = tempDist;
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}
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//Log.log(Log.DEBUG,"RelAngle "+relAngle+" Dir "+ndir);
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}
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// Check if eatable
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if (tempDist < 0) {
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// Eat
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eating = true;
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e.setSize(e.getSize() - 0.1f);
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if (e.getSize() == 0) {
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e.setSize(0);
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}
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torso.heal(hpForEatingPlants);
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praise(pointsForEatingPlants);
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public void interactWithWorld() {
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for (Element e : Game.get().getWorld().getElements()) {
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float distance = distanceFrom(e);
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float angle = (float) (Math.atan2(getY() - e.getY(), getX() - e.getX())) - (dir - (float) Math.PI);
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for (BodyPart b : bodyParts) {
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b.interactWithElement(e, distance, angle);
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}
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}
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if (seen != null) {
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newSights[0] = new Sight(seen, dist, angle);
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}
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// Try to see creature
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seen = null;
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dist = 0;
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angle = 0;
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ndir = dir - (float) Math.PI;
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killing = false;
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for (Element e : Game.get().getWorld().getCreatures()) {
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if (e == this) {
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continue;
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}
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float tempDist = distanceFrom(e);
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if (tempDist > sightRange) {
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continue;
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}
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//Log.log(Log.DEBUG,"TempDist "+tempDist+" SightRange "+sightRange);
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float relAngle = (float) (Math.atan2(getY() - e.getY(), getX() - e.getX()));
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if (tempDist < dist || seen == null) {
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// Check if Visible
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float tempAngle = Math.abs(relAngle - ndir);
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if (tempAngle < fov) {
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// Visible
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seen = e;
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angle = relAngle - ndir;
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dist = tempDist;
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}
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//Log.log(Log.DEBUG,"RelAngle "+relAngle+" Dir "+ndir);
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}
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}
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if (seen != null) {
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newSights[1] = new Sight(seen, dist, angle);
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}
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return newSights;
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}
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public int howManyInputNeurons() {
|
||||
public final int howManyInputNeurons() {
|
||||
int n = 0;
|
||||
for (BodyPart b : bodyParts) {
|
||||
n += b.getInputNeuronsUsed();
|
||||
@ -310,7 +140,7 @@ public class Creature extends Element implements Runnable {
|
||||
return n;
|
||||
}
|
||||
|
||||
public int howManyOutputNeurons() {
|
||||
public final int howManyOutputNeurons() {
|
||||
int n = 0;
|
||||
for (BodyPart b : bodyParts) {
|
||||
n += b.getOutputNeuronsUsed();
|
||||
@ -318,13 +148,22 @@ public class Creature extends Element implements Runnable {
|
||||
return n;
|
||||
}
|
||||
|
||||
public void rotate(float amount) {
|
||||
dir += amount;
|
||||
if (dir > 2 * Math.PI) {
|
||||
dir -= 2 * Math.PI;
|
||||
} else if (dir < 0) {
|
||||
dir += 2 * Math.PI;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Praise this creature by increasing fitness. Can be negative to decrease
|
||||
* fitness
|
||||
*
|
||||
* @param amount how much
|
||||
*/
|
||||
private void praise(float amount) {
|
||||
public void praise(float amount) {
|
||||
fitness += amount;
|
||||
}
|
||||
|
||||
|
@ -5,10 +5,102 @@
|
||||
*/
|
||||
package logic.creatures;
|
||||
|
||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||
import com.mygdx.game.Game;
|
||||
import com.mygdx.game.Log;
|
||||
import logic.Element;
|
||||
import logic.Vegetable;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author fazo
|
||||
*/
|
||||
public class Eye {
|
||||
|
||||
public class Eye extends BodyPart {
|
||||
|
||||
private Sight sights[];
|
||||
private int seen;
|
||||
public static float fov = 2, sightRange = 30;
|
||||
|
||||
public Eye(int nSights, float angle, Creature creature) {
|
||||
super(6 * nSights, 0, angle, 0.8f, creature);
|
||||
sights = new Sight[nSights];
|
||||
seen = 0;
|
||||
}
|
||||
|
||||
@Override
|
||||
public float[] act() {
|
||||
float ret[] = new float[inputNeuronsUsed];
|
||||
int j = 0;
|
||||
for (int i = 0; i < sights.length; i++) {
|
||||
if (i < seen) {
|
||||
// Saw something
|
||||
ret[j] = 1;
|
||||
ret[j + 1] = sights[i].getElement() instanceof Creature ? 1 : 0;
|
||||
ret[j + 2] = sights[i].getDistance() / sightRange;
|
||||
ret[j + 3] = sights[i].getAngle();
|
||||
if (sights[i].getElement() instanceof Creature) {
|
||||
ret[i + 4] = ((Creature) sights[i].getElement()).getBeak() / Beak.max_length;
|
||||
ret[i + 5] = ((Creature) sights[i].getElement()).getTorso().getHp() / Torso.max_hp;
|
||||
} else {
|
||||
ret[i + 4] = ((Vegetable) sights[i].getElement()).getSize() / Vegetable.default_radius;
|
||||
ret[i + 5] = 0;
|
||||
}
|
||||
} else {
|
||||
// Saw nothing
|
||||
for (int z = 0; z < 6; z++) {
|
||||
ret[j + z] = 0;
|
||||
}
|
||||
}
|
||||
j += 6;
|
||||
}
|
||||
seen = 0;
|
||||
sights = new Sight[sights.length];
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
@Override
|
||||
public void interactWithElement(Element e, float distance, float angle) {
|
||||
if (e != creature && distance < sightRange && Math.abs(angle) < fov / 2) {
|
||||
if (seen < sights.length) {
|
||||
sights[seen] = new Sight(e, distance, angle);
|
||||
Log.log(Log.DEBUG, "Saw " + e.getClass().getName() + " at " + distance + " with relative angle " + angle);
|
||||
seen++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void draw(ShapeRenderer s, float relX, float relY) {
|
||||
// Draw eye
|
||||
s.setColor(1, 1, 1, 1);
|
||||
s.circle(creature.getX() + relX, creature.getY() + relY, 3);
|
||||
// Draw FOV cone
|
||||
float degrees = fov * 360f / (float) Math.PI;
|
||||
float orient = (creature.getDirection() + angle) * 180f / (float) Math.PI - degrees / 2;
|
||||
if (Game.get().getWorld().getOptions().getOrDefault("draw_view_cones", 0f) > 0) {
|
||||
s.setColor(0.3f, 0.3f, 0.3f, 1);
|
||||
s.arc((float) relX + creature.getX(), (float) relY + creature.getY(), sightRange, orient, degrees);
|
||||
}
|
||||
// Sight Lines
|
||||
float c = 0;
|
||||
if (Game.get().getWorld().getOptions().getOrDefault("draw_sight_lines", 0f) > 0) {
|
||||
for (Sight sight : sights) {
|
||||
if (sight != null) {
|
||||
c = sight.getDistance() / sightRange * 2 + sightRange;
|
||||
if (sight.getElement() instanceof Creature) {
|
||||
s.setColor(c, 0, 0, 1);
|
||||
} else if (sight.getElement() instanceof Vegetable) {
|
||||
s.setColor(0, c, 0, 1);
|
||||
}
|
||||
s.line(relX + creature.getX(), creature.getY() + relY, sight.getElement().getX(), sight.getElement().getY());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void readFromBrain(float[] data) {
|
||||
}
|
||||
|
||||
}
|
||||
|
66
core/src/logic/creatures/Movement.java
Normal file
66
core/src/logic/creatures/Movement.java
Normal file
@ -0,0 +1,66 @@
|
||||
/*
|
||||
* To change this license header, choose License Headers in Project Properties.
|
||||
* To change this template file, choose Tools | Templates
|
||||
* and open the template in the editor.
|
||||
*/
|
||||
package logic.creatures;
|
||||
|
||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||
import com.mygdx.game.Game;
|
||||
import com.mygdx.game.Log;
|
||||
import logic.Element;
|
||||
|
||||
/**
|
||||
*
|
||||
* @author Fazo
|
||||
*/
|
||||
public class Movement extends BodyPart {
|
||||
|
||||
private float speed = 0, rotSpeed = 0;
|
||||
public static float max_speed = 3;
|
||||
|
||||
public Movement(Creature creature) {
|
||||
super(0, 4, 0, 0, creature);
|
||||
}
|
||||
|
||||
@Override
|
||||
public float[] act() {
|
||||
if (speed > max_speed) {
|
||||
speed = max_speed;
|
||||
}
|
||||
if (speed < -max_speed) {
|
||||
speed = -max_speed;
|
||||
}
|
||||
// apply speed
|
||||
float xMul = (float) Math.cos(creature.getDirection()), yMul = (float) Math.sin(creature.getDirection());
|
||||
creature.move(xMul * speed, yMul * speed);
|
||||
if (creature.getX() < 0) {
|
||||
creature.setX(Game.get().getWorld().getWidth() + creature.getX());
|
||||
} else if (creature.getX() > Game.get().getWorld().getWidth()) {
|
||||
creature.setX(creature.getX() - Game.get().getWorld().getWidth());
|
||||
}
|
||||
if (creature.getY() < 0) {
|
||||
creature.setY(Game.get().getWorld().getHeight() + creature.getY());
|
||||
} else if (creature.getY() > Game.get().getWorld().getHeight()) {
|
||||
creature.setY(creature.getY() - Game.get().getWorld().getHeight());
|
||||
}
|
||||
creature.rotate(rotSpeed);
|
||||
return new float[]{};
|
||||
}
|
||||
|
||||
@Override
|
||||
public void interactWithElement(Element e, float distance, float relAngle) {
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void draw(ShapeRenderer s, float relX, float relY) {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void readFromBrain(float[] data) {
|
||||
Log.log(Log.DEBUG, "Fowward: " + data[0] + "Back: " + data[1] + " Rot: " + data[2] + " RotAnti: " + data[3]);
|
||||
speed = (data[0] * 2 - data[1] / 2) * max_speed;
|
||||
rotSpeed = data[2] - data[3];
|
||||
}
|
||||
|
||||
}
|
@ -1,6 +1,8 @@
|
||||
package logic.creatures;
|
||||
|
||||
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||
import logic.Element;
|
||||
import logic.Vegetable;
|
||||
|
||||
/**
|
||||
*
|
||||
@ -8,11 +10,12 @@ import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
|
||||
*/
|
||||
public class Torso extends BodyPart {
|
||||
|
||||
private float hp, prevHp, radius;
|
||||
public static float default_radius = 20, max_hp = 100, hpDecay = 0.5f;
|
||||
private float hp, prevHp, radius, pain = 0;
|
||||
public static float default_radius = 20, max_hp = 100, hpDecay = 0.5f, eatingSpeed = 0.1f;
|
||||
private boolean eating = false;
|
||||
|
||||
public Torso(Creature c) {
|
||||
super(2, 0, 0, 0, c);
|
||||
super(3, 0, 0, 0, c);
|
||||
radius = default_radius;
|
||||
hp = max_hp;
|
||||
prevHp = hp;
|
||||
@ -21,31 +24,58 @@ public class Torso extends BodyPart {
|
||||
@Override
|
||||
public void draw(ShapeRenderer s, float x, float y) {
|
||||
s.setColor(1 - (hp / max_hp), hp / max_hp, 0, 1);
|
||||
s.circle(x+creature.getX(), y+creature.getY(), radius);
|
||||
s.circle(x + creature.getX(), y + creature.getY(), radius);
|
||||
// Draw damage/heal marks
|
||||
s.set(ShapeRenderer.ShapeType.Filled);
|
||||
if (getReceivedDamage() > 0) {
|
||||
// Damage mark
|
||||
s.setColor(1, 0, 0, 1);
|
||||
} else if (getReceivedDamage() < 0) {
|
||||
} else if (getReceivedDamage() < 0 || eating) {
|
||||
// Heal mark
|
||||
s.setColor(0, 1, 0, 1);
|
||||
}
|
||||
if (getReceivedDamage() != 0) {
|
||||
s.circle(x, y, 5);
|
||||
if (getReceivedDamage() != 0 || eating) {
|
||||
s.circle(x + creature.getX(), y + creature.getY(), 5);
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
protected void useOutputs(float[] outputs) {
|
||||
public float[] act() {
|
||||
// apply hunger
|
||||
hp -= hpDecay;
|
||||
float r[] = new float[]{
|
||||
hp/max_hp,
|
||||
eating ? 1f : 0f,
|
||||
pain
|
||||
};
|
||||
pain = 0;
|
||||
prevHp = hp;
|
||||
eating = false;
|
||||
return r;
|
||||
}
|
||||
|
||||
@Override
|
||||
public float[] update() {
|
||||
// apply hunger
|
||||
hp -= hpDecay;
|
||||
prevHp = hp;
|
||||
return new float[]{};
|
||||
public void interactWithElement(Element e, float distance, float relAngle) {
|
||||
if (e instanceof Vegetable && distance < 0 && hp < max_hp) {
|
||||
e.setSize(e.getSize() - eatingSpeed);
|
||||
if (e.getSize() == 0) {
|
||||
e.setSize(0);
|
||||
}
|
||||
heal(Creature.hpForEatingPlants);
|
||||
creature.praise(Creature.pointsForEatingPlants);
|
||||
eating = true;
|
||||
}
|
||||
}
|
||||
|
||||
@Override
|
||||
public void readFromBrain(float[] data) {
|
||||
if (getReceivedDamage() > 0) {
|
||||
pain = -1;
|
||||
} else if (getReceivedDamage() < 0) {
|
||||
pain = 1;
|
||||
} else {
|
||||
pain = 0;
|
||||
}
|
||||
}
|
||||
|
||||
public boolean isAlive() {
|
||||
|
Loading…
Reference in New Issue
Block a user