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172 lines
4.6 KiB
JavaScript
172 lines
4.6 KiB
JavaScript
var _ = require('./util.js');
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// abstract factory that adds a superclass of baseCreature
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var creatureFactory = (function () {
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function baseCreature() {
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this.age = 0;
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}
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baseCreature.prototype.initialEnergy = 50;
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baseCreature.prototype.maxEnergy = 100;
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baseCreature.prototype.efficiency = 0.7;
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baseCreature.prototype.size = 50;
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baseCreature.prototype.actionRadius = 1;
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baseCreature.prototype.sustainability = 2;
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// used as percentages of maxEnergy
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baseCreature.prototype.reproduceLv = 0.70;
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baseCreature.prototype.moveLv = 0;
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baseCreature.prototype.boundEnergy = function() {
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if (this.energy > this.maxEnergy)
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this.energy = this.maxEnergy;
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};
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baseCreature.prototype.isDead = function() {
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return this.energy <= 0;
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};
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baseCreature.prototype.reproduce = function (neighbors) {
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var spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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if (spots.length) {
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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var creature = creatureFactory.make(this.type);
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var successFn = (function () {
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this.energy -= this.initialEnergy;
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return true;
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}).bind(this);
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var failureFn = this.wait;
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn,
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failureFn: failureFn
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};
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} else return false;
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};
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baseCreature.prototype.move = function (neighbors) {
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var creature = this;
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// first, look for creatures to eat
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var spots = _.filter(neighbors, (function (spot) {
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return spot.creature.size < this.size;
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}).bind(this));
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// if there's not enough food, try to move
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if (spots.length < this.sustainability) {
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spots = _.filter(neighbors, function (spot) {
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return !spot.creature;
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});
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}
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// if we've got a spot to move to...
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if (spots.length) {
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// ...pick one
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var step = spots[_.random(spots.length - 1)];
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var coords = step.coords;
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var successFn = (function () {
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var foodEnergy = step.creature.energy * this.efficiency;
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// add foodEnergy if eating, subtract 10 if moving
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this.energy = this.energy + (foodEnergy || -10);
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// clear the original location
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return false;
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}).bind(this);
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return {
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x: coords.x,
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y: coords.y,
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creature: creature,
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successFn: successFn
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};
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} else return false;
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};
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baseCreature.prototype.wait = function () {
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this.energy -= 5;
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return true;
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};
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baseCreature.prototype.queue = function (neighbors) {
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var step = {};
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var maxEnergy = this.maxEnergy;
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if (this.energy > maxEnergy * this.reproduceLv && this.reproduce) {
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step = this.reproduce(neighbors);
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} else if (this.energy > maxEnergy * this.moveLv && this.move) {
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step = this.move(neighbors);
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}
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var creature = step.creature;
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if (creature) {
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creature.successFn = step.successFn || creature.wait;
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creature.failureFn = step.failureFn || creature.wait;
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return {
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x: step.x,
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y: step.y,
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creature: creature
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};
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} else return false;
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};
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// Storage for our creature types
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var types = {};
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return {
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make: function (type, options) {
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var Creature = types[type];
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return (Creature ? new Creature(options) : false);
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},
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register: function (options, init) {
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// required attributes
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var type = options.type;
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// only register classes that fulfill the creature contract
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if (typeof type === 'string' && typeof types[type] === 'undefined') {
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// set the constructor, including init if it's defined
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if (typeof init === 'function') {
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types[type] = function () {
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this.energy = this.initialEnergy;
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init.call(this);
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};
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} else {
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types[type] = function () {
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this.energy = this.initialEnergy;
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};
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}
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var color = options.color;
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// set the color randomly if none is provided
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if (typeof color !== 'object' || color.length !== 3) {
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options.color = [_.random(255), _.random(255), _.random(255)];
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}
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types[type].prototype = new baseCreature();
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types[type].prototype.constructor = types[type];
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_.each(options, function(value, key) {
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types[type].prototype[key] = value;
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});
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types[type].prototype.successFn = types[type].wait;
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types[type].prototype.failureFn = types[type].wait;
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types[type].prototype.energy = options.initialEnergy;
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return true;
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} else return false;
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}
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};
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})();
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module.exports = creatureFactory;
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