blob: fac9c580bc5f3b0ccb13110f9cb2aeeca48f3b90 (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
|
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
[<Struct>]
type Mind =
{ Needs: Needs
Personality: Personality
Action: NpcActionKind
Target: Vec2 }
[<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 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 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 (needs: Needs) (p: Personality) (kind: NpcActionKind) : float32 =
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)
let decideAction (needs: Needs) (p: Personality) : NpcActionKind =
let candidates = [ Eat; Sleep; Wander; Work ]
candidates |> List.maxBy (scoreAction needs p)
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 needs personality
let npc =
{ Id = NpcId 0
Pos = { X = centerX; Y = centerY }
Mind = { Needs = needs; Personality = personality; Action = startAction; Target = actionTarget startAction } }
{ Tick = 0L
Time = 0.0
Rng = Rng.ofSeed seed
Avatar = { Pos = { X = centerX; Y = centerY } }
NoHost = { Reserved = 0UL }
Npcs = [ npc ] }
let private stepNpc (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 mind0 = { npc.Mind with Needs = decayed }
let target = actionTarget mind0.Action
let nextPos, arrived = moveToward npc.Pos target (npcSpeed * dtSecondsF)
if arrived then
let needs = applyActionEffect mind0.Action mind0.Needs
let action = decideAction needs mind0.Personality
{ npc with Pos = target; Mind = { Needs = needs; Personality = mind0.Personality; Action = action; Target = actionTarget action } }
else
{ npc with Pos = nextPos; Mind = mind0 }
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 }
|