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path: root/src/simulation/senses.js
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'use strict';


const frozen = {
  size: 1,
  read: (world, agent) => {
    if (agent.flags.frozen === true) {
      return [ 1 ];
    } else {
      return [ 0 ];
    }
  },
};


// add two arrays together element-wise with a scaling factor
function array_scalesum(a, s, b) {
  return a.map((x, i) => x + (s*b[i]));
}
// determine the square of the distance between two cells
function lattice_dist2(x0, y0, x1, y1) {
  if (x0 === x1 && y0 === y1) { return 1; } // not proper distance but avoids divide-by-zero errors c:
  return ((x0-x1)**2) + ((y0-y1)**2);
}
const hear = {
  size: 8,
  read: (world, agent) => {
    const {x, y} = agent;
    const lattice_sounds = world.lattice
      .map((row, cy) => row.map((cell, cx) => [ 1/lattice_dist2(x, y, cx, cy), cell ]))
      .flat()
      .filter(([scale, cell]) => cell.flags.emit !== undefined)
      .reduce(
        (acc, [scale, cell]) => array_scalesum(acc, scale, cell.flags.emit),
        [0, 0, 0, 0, 0, 0, 0, 0]
      );
    const agent_sounds = world.agents
      .filter(a => a.flags.emit !== undefined)
      .reduce(
        (acc, a) => array_scalesum(acc, 1/lattice_dist2(x, y, a.x, a.y), a.flags.emit),
        [0, 0, 0, 0, 0, 0, 0, 0]
      );

    return array_scalesum(lattice_sounds, 1, agent_sounds).map(ch => Math.tanh(ch));
  },
};


const [VIS_WIDTH, VIS_HEIGHT] = [31, 31];
const [VIS_HWIDTH, VIS_HHEIGHT] = [Math.floor(VIS_WIDTH/2), Math.floor(VIS_HEIGHT/2)];
function identity_mod(n, p) {
  const mod = (n % (2*p)) - p + 1;
  return mod/p;
}

function world_pos_to_vision_pos(world, agent, x, y) {
  const dx = x - agent.x;
  const dy = y - agent.y;
  const orientation = agent.flags.orientation || 'n';
  switch (orientation) {
    case 'n':
      return [VIS_HWIDTH+dx, VIS_HEIGHT+dy-1];
    case 's':
      return [VIS_HWIDTH-dx, VIS_HEIGHT-dy-1];
    case 'e':
      return [VIS_HWIDTH+dy, VIS_HEIGHT-dx-1];
    case 'w':
      return [VIS_HWIDTH-dy, VIS_HEIGHT+dx-1];
  }
}

function vision_pos_to_world_pos(world, agent, x, y) {
  const dx = x-VIS_HWIDTH;
  const dy = y-VIS_HEIGHT+1;
  const orientation = agent.flags.orientation || 'n';
  switch (orientation) {
    case 'n':
      return [agent.x + dx, agent.y + dy];
    case 's':
      return [agent.x - dx, agent.y - dy];
    case 'e':
      return [agent.x - dy, agent.y - dx];
    case 'w':
      return [agent.x + dy, agent.y + dx];
  }
}

function world_pos_to_vision_idx(world, agent, x, y) {
  const [vx, vy] = world_pos_to_vision_pos(world, agent, x, y);
  return (VIS_WIDTH * vy) + vx;
}
function vision_idx_to_world_pos(world, agent, idx) {
  const vx = idx % VIS_WIDTH;
  const vy = Math.floor(idx / VIS_WIDTH);
  const result = vision_pos_to_world_pos(world, agent, vx, vy);
  return result;
}

function see_cell(world, x, y) {
  const team = 0;
  const orientation = 0;
  if (!world.lattice[y] || !world.lattice[y][x]) {
    // beyond the map edge
    return [ 0, 0, 0 ];
  }
  const type = {
    active:   -0.8,
    mutable:  -0.4,
    empty:     0.0,
    immutable: 0.4,
    flag:      0.8,
  }[world.lattice[y][x].type];
  return [team, orientation, type];
}


function relative_orientation(viewer, agent) {
  switch(viewer.flags.orientation) {
    case 'n': return { n: -0.8, e: -0.4, s: 0.4, w: 0.8 }[agent.flags.orientation];
    case 'e': return { e: -0.8, s: -0.4, w: 0.4, n: 0.8 }[agent.flags.orientation];
    case 's': return { s: -0.8, w: -0.4, n: 0.4, e: 0.8 }[agent.flags.orientation];
    case 'w': return { w: -0.8, n: -0.4, e: 0.4, s: 0.8 }[agent.flags.orientation];
  }
}


function see_agent(viewer, agent) {
  const team = {
    0: -0.8,
    1: -0.4,
    2:  0.4,
    3:  0.8,
  }[agent.flags.team] + (identity_mod(agent.id, 11)/16);
  const orientation = relative_orientation(viewer, agent) + (identity_mod(agent.id, 37)/16);
  const frozen = agent.flags.frozen || agent.flags.pretend_frozen;
  const type = (() => {
    if (frozen && agent.flags.flag) {
      return -0.4;
    } else if (frozen) {
      return -0.8;
    } else if (agent.flags.flag) {
      return 0.8;
    } else {
      return 0.0;
    }
  })() + (identity_mod(agent.id, 499)/16);
  
  return [team, orientation, type];
}


const see = {
  size: 3*VIS_WIDTH * VIS_HEIGHT,
  read: (world, agent) => {
    const indices = [...Array(VIS_WIDTH*VIS_HEIGHT).keys()]
    const vision = indices
      .map(idx => {
        const [x, y] = vision_idx_to_world_pos(world, agent, idx);
        return see_cell(world, x, y);
      });
    const result = world.agents.reduce(
      (acc, a) => {
        const idx = world_pos_to_vision_idx(world, agent, a.x, a.y);

        if (idx < 0 || idx >= VIS_WIDTH*VIS_HEIGHT) {
          return acc;
        } else {
          acc.splice(idx, 1, see_agent(agent, a));
          return acc;
        }
      },
      vision
    );
    return result.flat();
  },
};



export const senses = [
  frozen, hear, see, { size: 1, read: () => [1] },
];