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https://github.com/brmlab/brmlife.git
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Evolve herbs dynamically based on energy
This commit is contained in:
parent
4d697adc83
commit
0e1243f86f
7 changed files with 83 additions and 19 deletions
28
agent.cc
28
agent.cc
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@ -143,4 +143,30 @@ agent::~agent()
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conn->cancel();
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conn = NULL;
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}
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};
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}
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static void
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spawn_herb(class tile &t)
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{
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if (t.agent)
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return;
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class herb *h = new class herb(agent_id++, t.map);
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agents.push_back(h);
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h->spawn_at(t);
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}
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void
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herb::on_tick(void)
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{
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agent::on_tick();
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assert(tile);
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if (energy > 4 * world::herb_energy) {
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spawn_herb(tile->tile_in_dir(1, 0));
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spawn_herb(tile->tile_in_dir(0, 1));
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spawn_herb(tile->tile_in_dir(-1, 0));
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spawn_herb(tile->tile_in_dir(0, -1));
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die();
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}
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}
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4
agent.h
4
agent.h
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@ -42,7 +42,7 @@ public:
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void die(void);
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void on_action_takes(void);
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void on_tick(void);
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virtual void on_tick(void);
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void on_senses_update(void);
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~agent();
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@ -58,6 +58,8 @@ public:
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attr.attack = 0;
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attr.defense = 0;
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}
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void on_tick(void);
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};
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#endif
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37
main.cc
37
main.cc
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@ -19,6 +19,24 @@
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int tick_id = 0;
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int agent_id = 0;
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std::list<class agent *> agents;
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static void
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drop_agents(void)
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{
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for (std::list<class agent *>::iterator agent = agents.begin(); agent != agents.end(); agent++)
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{
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next_agent:
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if (((*agent)->conn && (*agent)->conn->error) || (*agent)->dead) {
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delete *agent;
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agent = agents.erase(agent);
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if (agent != agents.end())
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goto next_agent;
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}
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}
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}
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int
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main(int argc, char *argv[])
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{
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@ -42,13 +60,10 @@ main(int argc, char *argv[])
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int flags = fcntl(lfd, F_GETFL, 0);
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fcntl(lfd, F_SETFL, flags | O_NONBLOCK);
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std::list<class agent *> agents;
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int aid = 0;
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/* Spawn herbs. */
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for (int i = 0; i < herbs; i++) {
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class agent *a = new class herb(aid++, map);
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class agent *a = new class herb(agent_id++, map);
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agents.push_back(a);
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a->spawn();
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}
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@ -60,23 +75,14 @@ main(int argc, char *argv[])
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/* Drop disconnected agents. */
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for (std::list<class agent *>::iterator agent = agents.begin(); agent != agents.end(); agent++)
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{
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next_agent:
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if ((*agent)->conn && (*agent)->conn->error) {
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delete *agent;
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agent = agents.erase(agent);
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if (agent != agents.end())
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goto next_agent;
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}
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}
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drop_agents();
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/* Accept new agents. */
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int cfd = accept(lfd, NULL, NULL);
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if (cfd >= 0) {
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class connection *conn = new class connection(cfd);
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class agent *a = new class agent(aid++, conn, map);
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class agent *a = new class agent(agent_id++, conn, map);
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agents.push_back(a);
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}
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@ -90,6 +96,7 @@ next_agent:
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map.on_tick();
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for (std::list<class agent *>::iterator agent = agents.begin(); agent != agents.end(); agent++)
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(*agent)->on_tick();
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drop_agents(); /* Some agents might have died. */
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/* Update agents' senses. */
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6
main.h
6
main.h
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@ -1,6 +1,12 @@
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#ifndef BRMLIFE__MAIN_H
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#define BRMLIFE__MAIN_H
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#include <list>
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class agent;
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extern int agent_id;
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extern int tick_id;
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extern std::list<class agent *> agents;
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#endif
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21
map.cc
21
map.cc
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@ -4,6 +4,7 @@
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#include <iostream>
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#include "agent.h"
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#include "main.h"
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#include "map.h"
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bool
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@ -24,6 +25,26 @@ tile::on_agent_leave(class agent &a)
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void
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tile::on_tick(void)
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{
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int herbs = 0;
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herbs += tile_in_dir(1, 0).herb_here();
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herbs += tile_in_dir(0, 1).herb_here();
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herbs += tile_in_dir(-1, 0).herb_here();
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herbs += tile_in_dir(0, -1).herb_here();
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herbs += herb_here();
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if (herbs) {
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if (herb_here()) { agent->chenergy(world::soil_energy / herbs); }
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if (tile_in_dir(1, 0).herb_here()) { tile_in_dir(1, 0).agent->chenergy(world::soil_energy / herbs); }
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if (tile_in_dir(0, 1).herb_here()) { tile_in_dir(0, 1).agent->chenergy(world::soil_energy / herbs); }
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if (tile_in_dir(-1, 0).herb_here()) { tile_in_dir(-1, 0).agent->chenergy(world::soil_energy / herbs); }
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if (tile_in_dir(0, -1).herb_here()) { tile_in_dir(0, -1).agent->chenergy(world::soil_energy / herbs); }
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}
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}
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bool
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tile::herb_here(void)
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{
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return agent && (dynamic_cast<herb *> (agent)) != NULL;
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}
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char
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1
map.h
1
map.h
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@ -19,6 +19,7 @@ public:
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char *str(void);
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class tile &tile_in_dir(int dir_x, int dir_y);
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bool herb_here(void);
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virtual bool on_agent_enter(class agent &);
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virtual void on_agent_leave(class agent &);
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5
world.h
5
world.h
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@ -3,7 +3,7 @@
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struct world {
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const static int newborn_energy = 5000;
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const static int herb_energy = 1500;
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const static int herb_energy = 1000;
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const static int move_cost = -50;
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const static int attack_cost = -400;
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@ -13,12 +13,13 @@ struct world {
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const static int attack_idle_cost = -15; /* ... * attr.attack */
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const static int defense_idle_cost = -15; /* ... * attr.defense */
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const static int sun_energy = 10;
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const static int soil_energy = 10; /* ... times five for lone herbs, times one for dense forests */
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const static int dead_body_energy = 2000;
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const static double dead_body_energy_carryover = 0.5;
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const static int dead_decay = -10;
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const static int herb_rate = 20; /* one herb per herb_rate tiles */
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const static int herb_rate = 15; /* initially, one herb per herb_rate tiles */
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};
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#endif
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