mirror of
https://github.com/rileyjshaw/terra.git
synced 2024-11-21 04:54:23 +00:00
171 lines
4.5 KiB
JavaScript
171 lines
4.5 KiB
JavaScript
var _ = require('./util.js');
|
|
|
|
// abstract factory that adds a superclass of baseCreature
|
|
var creatureFactory = (function () {
|
|
function baseCreature() {
|
|
this.age = 0;
|
|
}
|
|
|
|
baseCreature.prototype.initialEnergy = 50;
|
|
baseCreature.prototype.maxEnergy = 100;
|
|
baseCreature.prototype.metabolism = 0.7;
|
|
baseCreature.prototype.size = 50;
|
|
baseCreature.prototype.speed = 1;
|
|
baseCreature.prototype.vision = 1;
|
|
baseCreature.prototype.sustainability = 2;
|
|
// used as percentages of maxEnergy
|
|
baseCreature.prototype.reproduceLv = 0.70;
|
|
baseCreature.prototype.moveLv = 0.20;
|
|
|
|
baseCreature.prototype.boundEnergy = function() {
|
|
if (this.energy > this.maxEnergy)
|
|
this.energy = this.maxEnergy;
|
|
};
|
|
|
|
baseCreature.prototype.isDead = function() {
|
|
return this.energy <= 0;
|
|
};
|
|
|
|
baseCreature.prototype.reproduce = function (neighbors) {
|
|
var spots = _.filter(neighbors, function (spot) {
|
|
return !spot.creature;
|
|
});
|
|
|
|
if (spots.length) {
|
|
var step = spots[_.random(spots.length - 1)];
|
|
var coords = step.coords;
|
|
var creature = creatureFactory.make(this.type);
|
|
|
|
var successFn = (function () {
|
|
this.energy -= this.initialEnergy;
|
|
return true;
|
|
}).bind(this);
|
|
var failureFn = this.wait;
|
|
|
|
return {
|
|
x: coords.x,
|
|
y: coords.y,
|
|
creature: creature,
|
|
successFn: successFn,
|
|
failureFn: failureFn
|
|
};
|
|
} else return false;
|
|
};
|
|
|
|
baseCreature.prototype.move = function (neighbors) {
|
|
var creature = this;
|
|
|
|
// first, look for creatures to eat
|
|
var spots = _.filter(neighbors, (function (spot) {
|
|
return spot.creature.size < this.size;
|
|
}).bind(this));
|
|
|
|
// if there's not enough food, try to move
|
|
if (spots.length < this.sustainability) {
|
|
spots = _.filter(neighbors, function (spot) {
|
|
return !spot.creature;
|
|
});
|
|
}
|
|
|
|
// if we've got a spot to move to...
|
|
if (spots.length) {
|
|
// ...pick one
|
|
var step = spots[_.random(spots.length - 1)];
|
|
|
|
var coords = step.coords;
|
|
|
|
var successFn = (function () {
|
|
var foodEnergy = step.creature.energy * this.metabolism;
|
|
this.energy = this.energy + (foodEnergy || -10);
|
|
// clear the original location
|
|
return false;
|
|
}).bind(this);
|
|
|
|
return {
|
|
x: coords.x,
|
|
y: coords.y,
|
|
creature: creature,
|
|
successFn: successFn
|
|
};
|
|
} else return false;
|
|
};
|
|
|
|
baseCreature.prototype.wait = function (neighbors) {
|
|
this.energy -= 5;
|
|
return true;
|
|
};
|
|
|
|
baseCreature.prototype.queue = function (neighbors) {
|
|
var step = {};
|
|
var maxEnergy = this.maxEnergy;
|
|
|
|
if (this.energy > this.maxEnergy * this.reproduceLv && this.reproduce) {
|
|
step = this.reproduce(neighbors);
|
|
} else if (this.energy > this.moveLv && this.move) {
|
|
step = this.move(neighbors);
|
|
}
|
|
|
|
var creature = step.creature;
|
|
|
|
if (creature) {
|
|
creature.successFn = step.successFn || creature.wait;
|
|
creature.failureFn = step.failureFn || creature.wait;
|
|
|
|
return {
|
|
x: step.x,
|
|
y: step.y,
|
|
creature: creature
|
|
};
|
|
} else return false;
|
|
};
|
|
|
|
// Storage for our creature types
|
|
var types = {};
|
|
|
|
return {
|
|
make: function (type, options) {
|
|
var Creature = types[type];
|
|
return (Creature ? new Creature(options) : false);
|
|
},
|
|
|
|
register: function (options, init) {
|
|
// required attributes
|
|
var type = options.type;
|
|
var color = options.color;
|
|
// only register classes that fulfill the creature contract
|
|
if (typeof type === 'string' &&
|
|
typeof types[type] === 'undefined' &&
|
|
typeof color === 'object' &&
|
|
color.length === 3) {
|
|
|
|
// set the constructor, including init if it's defined
|
|
if (typeof init === 'function') {
|
|
types[type] = function () {
|
|
this.energy = this.initialEnergy;
|
|
init.call(this);
|
|
};
|
|
} else {
|
|
types[type] = function () {
|
|
this.energy = this.initialEnergy;
|
|
};
|
|
}
|
|
|
|
types[type].prototype = new baseCreature();
|
|
types[type].prototype.constructor = types[type];
|
|
|
|
_.each(options, function(value, key) {
|
|
types[type].prototype[key] = value;
|
|
});
|
|
|
|
types[type].prototype.successFn = types[type].wait;
|
|
types[type].prototype.failureFn = types[type].wait;
|
|
types[type].prototype.energy = options.initialEnergy;
|
|
|
|
return true;
|
|
} else return false;
|
|
}
|
|
};
|
|
})();
|
|
|
|
module.exports = creatureFactory;
|