interaction map works
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@@ -1,12 +1,13 @@
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import { Chibi } from "../../../types/chibi/chibi";
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import { EChibiInteraction } from "../../../types/chibi/chibi-interaction";
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import { ChibiState, isState, STATE_AWAKE, STATE_EATING, STATE_IDLE, STATE_SLEEPING, STATES } from "../../../types/chibi/chibi-state";
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import { ChibiState, isState, STATE_EATING, STATE_GRUMBLING, STATE_IDLE, STATE_SLEEPING, STATES } from "../../../types/chibi/chibi-state";
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import { EChibiStateName } from "../../../types/chibi/chibi-state-name";
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import { Food } from "../../../types/food";
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import { RandomService } from "../../random.service";
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import { RandomOutcome, RandomService } from "../../random.service";
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import { IBrain } from "../brain";
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type InteractionRecord = Partial<Record<EChibiInteraction, ((interaction: EChibiInteraction) => ChibiState)>>;
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type ResolutionFunction = (interaction: EChibiInteraction) => ChibiState;
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type InteractionRecord = Partial<Record<EChibiInteraction, ResolutionFunction>>;
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const MAX_TIME_AWAKE: number = 3;
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@@ -16,11 +17,9 @@ export class Aperio implements IBrain {
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private chibi!: Chibi;
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private hasBeenAwakeFor: number = 0;
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private state!: ChibiState;
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public readonly defaultState: EChibiStateName = EChibiStateName.Sleeping;
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public readonly interactionMap: { [key in EChibiStateName]: InteractionRecord | undefined } = {
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private interactionMap: { [key in EChibiStateName]: InteractionRecord | undefined } = {
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[EChibiStateName.Sleeping]: {
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[EChibiInteraction.WakeUp]: this.resolveSleepingInteraction,
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[EChibiInteraction.WakeUp]: (interaction: EChibiInteraction): ChibiState => this.wakeUp(interaction),
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},
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[EChibiStateName.Awake]: undefined,
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[EChibiStateName.Snoring]: undefined,
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@@ -36,6 +35,8 @@ export class Aperio implements IBrain {
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[EChibiStateName.Tired]: undefined
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}
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public readonly defaultState: EChibiStateName = EChibiStateName.Sleeping;
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//needed: some sort of legal interactions map
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//uses stateNames as keys
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//then submap the interactions
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@@ -45,6 +46,7 @@ export class Aperio implements IBrain {
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this.randomService = randomService;
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this.chibi = chibi;
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this.state = STATES[chibi.state];
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console.log(this.wakeUp);
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}
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exist(): void {
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@@ -62,10 +64,10 @@ export class Aperio implements IBrain {
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}
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resolveInteraction(interaction: EChibiInteraction, item?: Food): void {
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if (isState(this.state, EChibiStateName.Sleeping)) {
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this.state = this.resolveSleepingInteraction(interaction);
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} else {
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this.state = this.resolveAwakeInteraction(interaction, item);
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// reassign state based on resolving map
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const resolution: ResolutionFunction | undefined = this.interactionMap[this.state.name]?.[interaction];
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if (resolution) {
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this.state = resolution(interaction);
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}
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this.chibi.state = this.state.name;
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}
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@@ -92,15 +94,17 @@ export class Aperio implements IBrain {
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after any interaction she has a 1/4 chance of going to sleep
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*/
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private resolveSleepingInteraction(interaction: EChibiInteraction): ChibiState {
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const willwakeUp = this.randomService.matchesChance(1, 128);
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/*
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1/128 chance of waking her
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12/128 chance of her doing a grumble and going back to sleep
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*/
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console.log('will wake up', willwakeUp);
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if (EChibiInteraction.WakeUp && willwakeUp) {
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private wakeUp(interaction: EChibiInteraction): ChibiState {
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const wakeUpOutcome: RandomOutcome = this.randomService.obtainRandom(128);
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const willWakeUp: boolean = wakeUpOutcome.matchesChance(1);
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const willGrumble: boolean = wakeUpOutcome.matchesChance(12, 1);
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console.log(wakeUpOutcome.random);
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console.log(willWakeUp);
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console.log(willGrumble);
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if (willWakeUp) {
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return STATE_IDLE;
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} else if (willGrumble) {
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return STATE_GRUMBLING;
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}
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return STATE_SLEEPING;
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}
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