pear can eat
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@@ -1,7 +1,6 @@
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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 { Food } from "../../types/food";
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import { RandomService } from "../random.service";
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import { ChibiInteraction } from "./brains/aperio.brain";
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export interface IBrain {
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@@ -12,5 +11,5 @@ export interface IBrain {
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exist(): void;
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// function which resolves all interactions
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resolveInteraction(interaction: EChibiInteraction, item?: Food): void
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resolveInteraction(interaction: ChibiInteraction<any>): void
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}
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@@ -1,27 +1,49 @@
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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_EATING, STATE_GRUMBLING, STATE_IDLE, STATE_SLEEPING, STATES } from "../../../types/chibi/chibi-state";
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import { ChibiState, isState, STATE_AWAKE, 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 { RandomOutcome, RandomService } from "../../random.service";
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import { IBrain } from "../brain";
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type ResolutionFunction = (interaction: EChibiInteraction) => ChibiState;
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export type ChibiInteraction<T = null> = {
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name: EChibiInteraction;
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payload: T;
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}
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type ResolutionFunction = (interaction: ChibiInteraction<any>) => 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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const MAX_TIME_AWAKE: number = 10;
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const HAPPINESS_FROM_SLEEP: number = 100;
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const SADNESS_FROM_NEGLECT: number = 50;
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const MAX_DURATION_GRUMBLE: number = 1;
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const MAX_DURATION_EATING: number = 1;
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export class Aperio implements IBrain {
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private randomService!: RandomService;
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private chibi!: Chibi;
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private readonly defaultState: EChibiStateName = EChibiStateName.Sleeping;
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private previousState: EChibiStateName = this.defaultState;
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private hasBeenAwakeFor: number = 0;
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private state!: ChibiState;
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private timeSinceLastInteraction: number = 0;
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private timeInCurrentState: number = 0;
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private lastConsumedFoods: string[] = [];
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private preferredFoods: string[] = [];
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private state: ChibiState = STATES[this.defaultState];
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private interactionMap: { [key in EChibiStateName]: InteractionRecord | undefined } = {
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[EChibiStateName.Sleeping]: {
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[EChibiInteraction.WakeUp]: (interaction: EChibiInteraction): ChibiState => this.wakeUp(interaction),
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[EChibiInteraction.WakeUp]: (interaction: ChibiInteraction): ChibiState => this.wakeUp(interaction),
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},
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[EChibiStateName.Awake]: {
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[EChibiInteraction.Feed]: (interaction: ChibiInteraction<Food>): ChibiState => this.eat(interaction),
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},
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[EChibiStateName.Awake]: undefined,
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[EChibiStateName.Snoring]: undefined,
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[EChibiStateName.Nightmare]: undefined,
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[EChibiStateName.Grumbling]: undefined,
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@@ -35,72 +57,123 @@ 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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//behind every interaction is a dedicated function
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init(chibi: Chibi, randomService: RandomService): void {
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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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console.log('Brain is braining');
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if (isState(this.state, EChibiStateName.Awake)) {
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console.log('is awake');
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this.hasBeenAwakeFor++;
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if (this.hasBeenAwakeFor > MAX_TIME_AWAKE) {
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this.state = STATE_SLEEPING;
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this.chibi.state = EChibiStateName.Sleeping;
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this.hasBeenAwakeFor = 0;
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}
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}
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this.chibi.state = this.state.name;
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this.timeInCurrentState++;
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this.resolveAwake();
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this.resolveSleeping();
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this.resolveGrumbling();
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this.resolveEating();
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}
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resolveInteraction(interaction: EChibiInteraction, item?: Food): void {
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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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resolveInteraction(interaction: ChibiInteraction): void {
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this.timeSinceLastInteraction = 0;
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const specificMatch: ResolutionFunction | undefined = this.interactionMap[this.state.name]?.[interaction.name];
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const awakeMatch: ResolutionFunction | undefined = this.interactionMap[EChibiStateName.Awake]?.[interaction.name];
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const asleepMatch: ResolutionFunction | undefined = this.interactionMap[EChibiStateName.Sleeping]?.[interaction.name];
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const resolution: ResolutionFunction | undefined = specificMatch || (this.isAwake() ? awakeMatch : asleepMatch);
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console.log(`specific match: ${specificMatch}`);
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console.log(`${this.chibi.name} should ${interaction.name} with payload: ${interaction.payload}`);
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if (resolution) {
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this.state = resolution(interaction);
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this.changeState(resolution(interaction));
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}
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}
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isAwake(): boolean {
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return isState(this.state, EChibiStateName.Awake);
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}
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// resolvers
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// functions which auitomatically resolve based on the existence cycle
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resolveAwake(): void {
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if (this.isAwake()) {
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console.log(`${this.chibi.name} is awake.`);
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this.timeSinceLastInteraction++;
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this.hasBeenAwakeFor++;
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if (this.timeInCurrentState % 10 === 0) {
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this.saddenedByNeglect(this.timeSinceLastInteraction, SADNESS_FROM_NEGLECT);
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}
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if (this.hasBeenAwakeFor > MAX_TIME_AWAKE) {
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this.changeState(STATE_SLEEPING);
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}
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}
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}
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increaseHappyness(increase: number): void {
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console.log(`${this.chibi.name} happyness increases.`);
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this.chibi.happyness = this.chibi.happyness + increase;
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}
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saddenedByNeglect(neglectTime: number, sadness: number): void {
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console.log(`${this.chibi.name} happyness decreases.`);
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this.chibi.happyness = this.chibi.happyness - (neglectTime * sadness);
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}
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resolveSleeping(): void {
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if (isState(this.state, EChibiStateName.Sleeping)) {
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console.log(`${this.chibi.name} is sleeping.`);
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this.increaseHappyness(HAPPINESS_FROM_SLEEP);
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const awakeChance = this.randomService.obtainRandom(2048);
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if (awakeChance.matchesChance(1)) {
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this.changeState(STATE_AWAKE);
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}
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}
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}
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resolveGrumbling(): void {
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if (isState(this.state, EChibiStateName.Grumbling)) {
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console.log(`${this.chibi.name} is grumbling.`);
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if (this.timeInCurrentState > MAX_DURATION_GRUMBLE) {
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this.changeState(STATE_SLEEPING);
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}
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}
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}
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resolveEating(): void {
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if (isState(this.state, EChibiStateName.Eating)) {
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console.log(`${this.chibi.name} is eating.`);
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if (this.timeInCurrentState > MAX_DURATION_EATING) {
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this.changeState(STATES[this.previousState]);
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}
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}
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}
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private changeState(state: ChibiState): void {
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this.previousState = this.state.name;
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this.state = state;
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this.chibi.state = this.state.name;
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this.timeInCurrentState = 0;
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}
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/*
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pear mostly sleeps
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visiting caethya will wake her up and go into lovey-dovey mode
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she has a 1/2048 chance of waking up on her own
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pears happyness goes up when she sleeps
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pear never gets hungry
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but she accepts foods she likes, which raise her happyness
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as long as the same food is not offered thrice in a row (except banana split)
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pears energy never goes down
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pear will accept fights and enjoys them
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pear will accept walks and enjoys them
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pear will get sad if she is awake and you do not interact with her
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pear gets offended if you suggest she go to sleep
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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 wakeUp(interaction: EChibiInteraction): ChibiState {
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// interaction functions
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// functions which are triggered by user actions
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private wakeUp(interaction: ChibiInteraction): 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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@@ -109,10 +182,16 @@ export class Aperio implements IBrain {
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return STATE_SLEEPING;
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}
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private resolveAwakeInteraction(interaction: EChibiInteraction, item?: Food): ChibiState {
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if (EChibiInteraction.Feed) {
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private eat(interaction: ChibiInteraction<Food>): ChibiState {
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console.log(`${this.chibi.name} should eat ${interaction.payload.name}`);
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const foodId = interaction.payload.id;
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if (this.preferredFoods.includes(foodId)) {
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this.lastConsumedFoods.push(foodId);
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this.increaseHappyness(100);
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return STATE_EATING;
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} else {
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}
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return STATE_EATING;
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}
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return STATE_IDLE;
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}
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};
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@@ -13,8 +13,8 @@ import { BRAIN_MAP } from '../../logic/chibi-behaviour/brain-map';
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import { TranslateableComponent } from '../../components/translateable.component';
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import { Food } from '../../types/food';
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import { interval } from 'rxjs';
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import { ChibiState, STATES } from '../../types/chibi/chibi-state';
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import { RandomService } from '../../logic/random.service';
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import { ChibiInteraction } from '../../logic/chibi-behaviour/brains/aperio.brain';
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enum EInteractionMenuState {
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Neutral,
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@@ -22,7 +22,7 @@ enum EInteractionMenuState {
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Inventory
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}
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const THINKING_INTERVAL: number = 10000;
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const THINKING_INTERVAL: number = 2000;
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@Component({
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selector: 'ff-interactions',
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@@ -61,7 +61,7 @@ export class InteractionsComponent extends TranslateableComponent {
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public interact(interaction: EChibiInteraction, item?: Food): void {
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console.log(`${interaction} ${this.chibi().name} and item ${item}`);
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this.brain.resolveInteraction(interaction, item);
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this.brain.resolveInteraction({ name: interaction, payload: item } as ChibiInteraction<Food>);
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}
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public openFoodPantry(): void {
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