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|
namespace LivingVillage.Kernel
module Sim =
[<Struct>]
type Vec2 =
{ X: float32
Y: float32 }
[<Struct>]
type Avatar =
{ Pos: Vec2 }
type Input =
{ MoveX: float32
MoveY: float32 }
type TimeStep =
{ Input: Input }
[<Struct>]
type NoHost =
{ Reserved: uint64 }
[<Struct>]
type NpcId =
| NpcId of int
[<Struct>]
type Needs =
{ Hunger: float32
Energy: float32
Social: float32
Money: float32 }
[<Struct>]
type Personality =
{ Drive: float32
Aggression: float32
Extraversion: float32
Honesty: float32
Greed: float32 }
type NpcActionKind =
| Eat
| Sleep
| Wander
| Work
type MemoryKind =
| Meal
| Rest
| Pay
| Hungry
type MemoryEvent =
{ Tick: int64
Kind: MemoryKind
Valence: float32 }
[<Struct>]
type Mind =
{ Needs: Needs
Personality: Personality
Action: NpcActionKind
Target: Vec2
ActionAge: int64
EffectDone: bool
HungerFlagged: bool
Memory: MemoryEvent list }
[<Struct>]
type Npc =
{ Id: NpcId
Pos: Vec2
Mind: Mind }
[<Struct>]
type World =
{ Tick: int64
Time: float
Rng: RngState
Avatar: Avatar
NoHost: NoHost
Npcs: Npc list }
let ticksPerSecond = 60L
let secondsPerDay = 86400L
let ticksPerDay = secondsPerDay * ticksPerSecond
let dtSeconds = 1.0 / float ticksPerSecond
let dtSecondsF = 1.0f / float32 ticksPerSecond
let mapWidthTiles = 64
let mapHeightTiles = 48
let tilePixels = 32
let avatarSpeed = 160.0f
let npcSpeed = 80.0f
let arriveEpsilon = 2.0f
let memoryCapacity = 64
let minActionTicks = 600L
let urgentThreshold = 20.0f
let nightSleepMultiplier = 3.0f
let clamp v lo hi = if v < lo then lo elif v > hi then hi else v
let hungerDecayPerTick = 0.0012f
let energyDecayPerTick = 0.0010f
let socialDecayPerTick = 0.0008f
let moneyDecayPerTick = 0.0006f
let private tileCenter (tx: int) (ty: int) : Vec2 =
{ X = float32 (tx * tilePixels + tilePixels / 2)
Y = float32 (ty * tilePixels + tilePixels / 2) }
let kitchenPoint = tileCenter 10 10
let homePoint = tileCenter 52 10
let plazaPoint = tileCenter 32 24
let worksitePoint = tileCenter 52 38
let actionTarget (kind: NpcActionKind) : Vec2 =
match kind with
| Eat -> kitchenPoint
| Sleep -> homePoint
| Wander -> plazaPoint
| Work -> worksitePoint
let isNightTick (tick: int64) : bool =
let hourTicks = ticksPerDay / 24L
let tod = tick % ticksPerDay
tod >= 22L * hourTicks || tod < 6L * hourTicks
let valenceOfKind (kind: MemoryKind) : float32 =
match kind with
| Meal -> 0.5f
| Rest -> 0.4f
| Pay -> 0.2f
| Hungry -> -0.4f
let recordMemory (tick: int64) (kind: MemoryKind) (mem: MemoryEvent list) : MemoryEvent list =
{ Tick = tick; Kind = kind; Valence = valenceOfKind kind } :: mem
|> List.truncate memoryCapacity
let actionMemoryKind (kind: NpcActionKind) : MemoryKind option =
match kind with
| Eat -> Some Meal
| Sleep -> Some Rest
| Work -> Some Pay
| Wander -> None
let personalityOfSeed (seed: uint64) : Personality =
let a, r1 = Rng.nextFloat32 (Rng.ofSeed seed)
let b, r2 = Rng.nextFloat32 r1
let c, r3 = Rng.nextFloat32 r2
let d, r4 = Rng.nextFloat32 r3
let e, _ = Rng.nextFloat32 r4
{ Drive = a
Aggression = b
Extraversion = c
Honesty = d
Greed = e }
let needsClamp (n: Needs) : Needs =
{ Hunger = clamp n.Hunger 0.0f 100.0f
Energy = clamp n.Energy 0.0f 100.0f
Social = clamp n.Social 0.0f 100.0f
Money = clamp n.Money 0.0f 100.0f }
let scoreAction (night: bool) (needs: Needs) (p: Personality) (kind: NpcActionKind) : float32 =
let raw =
match kind with
| Eat -> (100.0f - needs.Hunger) * (0.25f + 2.0f * p.Drive)
| Sleep -> (100.0f - needs.Energy) * (0.25f + 2.0f * (1.0f - p.Drive))
| Wander -> (100.0f - needs.Social) * (0.25f + 2.0f * p.Extraversion)
| Work -> (100.0f - needs.Money) * (0.25f + 2.0f * p.Greed)
if kind = Sleep && night then raw * nightSleepMultiplier else raw
let decideAction (night: bool) (needs: Needs) (p: Personality) : NpcActionKind =
let candidates = [ Eat; Sleep; Wander; Work ]
candidates |> List.maxBy (scoreAction night needs p)
let needsUrgent (n: Needs) : bool =
n.Hunger < urgentThreshold
|| n.Energy < urgentThreshold
|| n.Social < urgentThreshold
|| n.Money < urgentThreshold
let applyActionEffect (kind: NpcActionKind) (n: Needs) : Needs =
match kind with
| Eat -> { n with Hunger = n.Hunger + 40.0f; Money = n.Money - 5.0f }
| Sleep -> { n with Energy = n.Energy + 60.0f }
| Wander -> { n with Social = n.Social + 15.0f; Hunger = n.Hunger - 2.0f }
| Work -> { n with Money = n.Money + 20.0f; Energy = n.Energy - 10.0f }
|> needsClamp
let private moveToward (pos: Vec2) (target: Vec2) (maxStep: float32) : Vec2 * bool =
let dx = target.X - pos.X
let dy = target.Y - pos.Y
let len = sqrt (dx * dx + dy * dy)
if len <= maxStep + arriveEpsilon then target, true
else
let inv = maxStep / len
{ X = pos.X + dx * inv; Y = pos.Y + dy * inv }, false
let initialWorld (seed: uint64) : World =
let centerX = float32 (mapWidthTiles * tilePixels / 2 - tilePixels / 2)
let centerY = float32 (mapHeightTiles * tilePixels / 2 - tilePixels / 2)
let personality = personalityOfSeed seed
let needs = { Hunger = 100.0f; Energy = 100.0f; Social = 100.0f; Money = 50.0f }
let startAction = decideAction (isNightTick 0L) needs personality
let npc =
{ Id = NpcId 0
Pos = { X = centerX; Y = centerY }
Mind =
{ Needs = needs
Personality = personality
Action = startAction
Target = actionTarget startAction
ActionAge = 0L
EffectDone = false
HungerFlagged = false
Memory = [] } }
{ Tick = 0L
Time = 0.0
Rng = Rng.ofSeed seed
Avatar = { Pos = { X = centerX; Y = centerY } }
NoHost = { Reserved = 0UL }
Npcs = [ npc ] }
let private stepNpc (tick: int64) (npc: Npc) : Npc =
let decayed =
needsClamp
{ Hunger = npc.Mind.Needs.Hunger - hungerDecayPerTick
Energy = npc.Mind.Needs.Energy - energyDecayPerTick
Social = npc.Mind.Needs.Social - socialDecayPerTick
Money = npc.Mind.Needs.Money - moneyDecayPerTick }
let night = isNightTick tick
let age = npc.Mind.ActionAge + 1L
let urgent = needsUrgent decayed
let target = actionTarget npc.Mind.Action
let nextPos, arrived = moveToward npc.Pos target (npcSpeed * dtSecondsF)
let mind0 =
{ npc.Mind with
Needs = decayed
ActionAge = age
HungerFlagged =
if decayed.Hunger < urgentThreshold then npc.Mind.HungerFlagged else false }
let mind1 =
if decayed.Hunger < urgentThreshold && not npc.Mind.HungerFlagged then
{ mind0 with Memory = recordMemory tick Hungry mind0.Memory; HungerFlagged = true }
else mind0
if arrived then
let needs2, mem2 =
if mind1.EffectDone then mind1.Needs, mind1.Memory
else
let mem =
match actionMemoryKind mind1.Action with
| Some k -> recordMemory tick k mind1.Memory
| None -> mind1.Memory
applyActionEffect mind1.Action mind1.Needs, mem
let mind2 = { mind1 with Needs = needs2; Memory = mem2; EffectDone = true }
if age >= minActionTicks || urgent then
let action = decideAction night needs2 mind2.Personality
if action = mind2.Action then
{ npc with Pos = nextPos; Mind = { mind2 with ActionAge = 0L; EffectDone = false } }
else
{ npc with
Pos = nextPos
Mind =
{ mind2 with
Action = action
Target = actionTarget action
ActionAge = 0L
EffectDone = false } }
else
{ npc with Pos = nextPos; Mind = mind2 }
elif urgent && age < minActionTicks then
let action = decideAction night decayed mind1.Personality
if action = mind1.Action then
{ npc with Pos = nextPos; Mind = mind1 }
else
{ npc with
Pos = nextPos
Mind =
{ mind1 with
Action = action
Target = actionTarget action
ActionAge = 0L
EffectDone = false } }
else
{ npc with Pos = nextPos; Mind = mind1 }
let step (ts: TimeStep) (world: World) : World =
let tick = world.Tick + 1L
let maxX = float32 (mapWidthTiles * tilePixels - tilePixels)
let maxY = float32 (mapHeightTiles * tilePixels - tilePixels)
let dx = ts.Input.MoveX * avatarSpeed * dtSecondsF
let dy = ts.Input.MoveY * avatarSpeed * dtSecondsF
let rngOut, rngNext = Rng.nextUInt64 world.Rng
ignore rngOut
{ Tick = tick
Time = float tick * dtSeconds
Rng = rngNext
Avatar =
{ Pos =
{ X = clamp (world.Avatar.Pos.X + dx) 0.0f maxX
Y = clamp (world.Avatar.Pos.Y + dy) 0.0f maxY } }
NoHost = world.NoHost
Npcs = world.Npcs |> List.map (stepNpc tick) }
|