Difference between revisions of "Denizen Herding Behavior"
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finished[x][y][z] = 1 | finished[x][y][z] = 1 | ||
soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards | soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards | ||
insert(soundscape[x][y][z][activator],{["strength"] = intensity}) | insert(soundscape[x][y][z][activator],{["strength"] = intensity}) | ||
local counter = intensity | local counter = intensity | ||
while(counter <= intensity and counter >= 1) do | while(counter <= intensity and counter >= 1) do | ||
counter = counter - 1 | counter = counter - 1 | ||
working,future = future, {} | working,future = future, {} | ||
local x,y,z | local x,y,z | ||
for k,v in pairs(working) do | for k,v in pairs(working) do | ||
for x = v[1]- 1,v[1] + 1 do | for x = v[1]- 1,v[1] + 1 do | ||
finished[x] = finished[x] or {} | finished[x] = finished[x] or {} | ||
for y = v[2] -1,v[2] + 1 do | for y = v[2] -1,v[2] + 1 do | ||
finished[x][y] = finished[x][y] or {} | finished[x][y] = finished[x][y] or {} | ||
for z = v[3] - 1,v[3] + 1 do | for z = v[3] - 1,v[3] + 1 do | ||
if z < data.amountofzlevels and z >= 1 and (not checkforedgeofmap(x,y)) and (not finished[x][y][z]) and (not tiles[x][y][z]["filled"]) and (not tiles[x][y][z]["open"]) then | |||
if z < data.amountofzlevels and z >= 1 and (not checkforedgeofmap(x,y)) and (not finished[x][y][z]) and | |||
(not tiles[x][y][z]["filled"]) and (not tiles[x][y][z]["open"]) then | |||
finished[x][y][z] = 1 | finished[x][y][z] = 1 | ||
insert(future,{x,y,z}) | insert(future,{x,y,z}) | ||
soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards | soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards | ||
insert(soundscape[x][y][z][activator],{["strength"] = counter}) | insert(soundscape[x][y][z][activator],{["strength"] = counter}) | ||
--the following visualizes the sound data. | --the following visualizes the sound data. | ||
-- slang.gotorc(y+data.mapoffsety,x+data.mapoffsetx) | -- slang.gotorc(y+data.mapoffsety,x+data.mapoffsetx) | ||
-- slang.setcolor(counter) | -- slang.setcolor(counter) | ||
-- slang.writechar("*") | -- slang.writechar("*") | ||
-- slang.refresh() | -- slang.refresh() | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
end | end | ||
----------------------- | ----------------------- | ||
Data about the "soundscape" is stored, for now, just with the data of who made the sound and how intensly it was heard at the square. soundscape[x][y][z][the object that activated it][irreleveant key][strengthofsound] and any other pertinent variables about the noise would also be stored there. | |||
Data about the "soundscape" is stored, for now, just with the data of who made the sound and how intensly it was heard at the | |||
square. soundscape[x][y][z][the object that activated it][irreleveant key][strengthofsound] and any other pertinent variables about | |||
the noise would also be stored there. | |||
To use this data in pathfinding to get your denizens to herd, simply do the following: | To use this data in pathfinding to get your denizens to herd, simply do the following: | ||
1/x times that the creature activates pathfinding to choose a square with the shortest path, simply weight the RELATIVE VALUE of those squares. Squares with more noise generated by creatures who are the same species as me should be weighted with an amount relative to the total noise on that square from those animals except myself. Its a simple matter of using a function like "total_sound_at_square_except_me(me,x,y,z). | 1/x times that the creature activates pathfinding to choose a square with the shortest path, simply weight the RELATIVE VALUE of | ||
those squares. Squares with more noise generated by creatures who are the same species as me should be weighted with an amount | |||
relative to the total noise on that square from those animals except myself. Its a simple matter of using a function like "total_sound_at_square_except_me(me,x,y,z). | |||
My code for moving the denizens is at follows. the table "Distances" is a table of data in the form distances[x][y][z] = amount, where distances[x][y][z] is the distance of a particular square to the destination square. It's a little hokey but it's pretty simple too: | My code for moving the denizens is at follows. the table "Distances" is a table of data in the form distances[x][y][z] = amount, where distances[x][y][z] is the distance of a particular square to the destination square. It's a little hokey but it's pretty simple too: | ||
Line 70: | Line 109: | ||
function funcs.totalsoundfromob(ob,x,y,z) | function funcs.totalsoundfromob(ob,x,y,z) | ||
--print("Totaling sound") | --print("Totaling sound") | ||
local soundscape = data.soundscape | local soundscape = data.soundscape | ||
local totalstr = 0 | local totalstr = 0 | ||
for k2,v2 in pairs(soundscape[x][y][z][ob]) do | for k2,v2 in pairs(soundscape[x][y][z][ob]) do | ||
totalstr = totalstr + v2["strength"] | totalstr = totalstr + v2["strength"] | ||
end | end | ||
return totalstr | return totalstr | ||
end | end | ||
function funcs.totalsoundatspot(ob,x,y,z) --totals sounds at spot from "my species" | function funcs.totalsoundatspot(ob,x,y,z) --totals sounds at spot from "my species" | ||
local soundscape = data.soundscape | local soundscape = data.soundscape | ||
local sound | local sound | ||
local totalstrength = 0 | local totalstrength = 0 | ||
local numfriends = 0 | local numfriends = 0 | ||
for k,v in pairs(soundscape[x][y][z]) do | for k,v in pairs(soundscape[x][y][z]) do | ||
if ob["species"] == k["species"] and k ~= ob and (not k["isplayer"]) then --not k isplayer for sanity purposes. | if ob["species"] == k["species"] and k ~= ob and (not k["isplayer"]) then --not k isplayer for sanity purposes. | ||
sound = funcs.totalsoundfromob(k,x,y,z) | sound = funcs.totalsoundfromob(k,x,y,z) | ||
totalstrength = totalstrength + sound | totalstrength = totalstrength + sound | ||
numfriends = numfriends + 1 | numfriends = numfriends + 1 | ||
end | end | ||
end | end | ||
-- print("total strength "..totalstrength) | -- print("total strength "..totalstrength) | ||
return totalstrength, numfriends | return totalstrength, numfriends | ||
end | end | ||
--ob contains ob.x and ob.y and ob.z, targ contains targ.x,y,z etc. | --ob contains ob.x and ob.y and ob.z, targ contains targ.x,y,z etc. | ||
function funcs.moveenemytowards(ob,targ) | function funcs.moveenemytowards(ob,targ) | ||
-- print("Moving "..ob.name) | -- print("Moving "..ob.name) | ||
-- if targ then print("Towards"..targ.x.." "..targ.y.." "..targ.z.." from "..ob.x.." "..ob.y.." "..ob.z) end | -- if targ then print("Towards"..targ.x.." "..targ.y.." "..targ.z.." from "..ob.x.." "..ob.y.." "..ob.z) end | ||
local numfriends | local numfriends | ||
local soundonhomesquare, numfriends = funcs.totalsoundatspot(ob,ob.x,ob.y,ob.z) | local soundonhomesquare, numfriends = funcs.totalsoundatspot(ob,ob.x,ob.y,ob.z) | ||
local distances | local distances | ||
-- if not targ and ob.activateherding and soundonhomesquare < 0 then --if i dont hear anything and im supposed to be moving randomly | |||
-- if not targ and ob.activateherding and soundonhomesquare < 0 then --if i dont hear anything and im supposed to be moving | |||
randomly | |||
if targ and targ.name then print("Targ name "..targ.name) end | if targ and targ.name then print("Targ name "..targ.name) end | ||
-- print("Starting pathfinding") | -- print("Starting pathfinding") | ||
if targ then funcs.pathfindfromto(ob,targ) distances = ob.distances end --gets a path... checks for a new path every so often. | |||
if targ then funcs.pathfindfromto(ob,targ) distances = ob.distances end --gets a path... checks for a new path every so | |||
often. | |||
-- if not targ then distances = nil end | -- if not targ then distances = nil end | ||
-- print("Finished pathfinding") | -- print("Finished pathfinding") | ||
local soundscape = data.soundscape | local soundscape = data.soundscape | ||
local totalsound | local totalsound | ||
local oldx,oldy,oldz = ob.x,ob.y,ob.z | local oldx,oldy,oldz = ob.x,ob.y,ob.z | ||
--print("MOVING A MONSTER!!") | --print("MOVING A MONSTER!!") | ||
local x local y | local x local y | ||
local z | local z | ||
local lowestdistance = {distance = 1000000 ,x=oldx,y=oldy,z=oldz} --HARDCODED LIMIT | local lowestdistance = {distance = 1000000 ,x=oldx,y=oldy,z=oldz} --HARDCODED LIMIT | ||
local iterations = 0 | local iterations = 0 | ||
local movementintelligence | local movementintelligence | ||
if ob.movementintelligence then movementintelligence = ob.movementintelligence | if ob.movementintelligence then movementintelligence = ob.movementintelligence | ||
else movementintelligence = 20 end | else movementintelligence = 20 end | ||
while(iterations < movementintelligence) do | while(iterations < movementintelligence) do | ||
iterations = iterations + 1 | iterations = iterations + 1 | ||
x = math.random(ob["x"]-1,ob["x"]+1) | x = math.random(ob["x"]-1,ob["x"]+1) | ||
y = math.random(ob["y"]-1,ob["y"]+1) | y = math.random(ob["y"]-1,ob["y"]+1) | ||
z = math.random(ob["z"]-1,ob["z"]+1) | z = math.random(ob["z"]-1,ob["z"]+1) | ||
-- for x = ob["x"] -1,ob["x"] + 1 do iterating in this pattern makes us select the upper left corner... | -- for x = ob["x"] -1,ob["x"] + 1 do iterating in this pattern makes us select the upper left corner... | ||
-- for y = ob["y"] -1,ob["y"] + 1 do | -- for y = ob["y"] -1,ob["y"] + 1 do | ||
-- for z = ob["z"] -1,ob["z"] + 1 do | -- for z = ob["z"] -1,ob["z"] + 1 do | ||
if ((not targ) and (not funcs.checkforblockpassageofpath(x,y,z))) or (targ) then | if ((not targ) and (not funcs.checkforblockpassageofpath(x,y,z))) or (targ) then | ||
local relativevalue = 0 | local relativevalue = 0 | ||
if ob.activateherding then totalsound = funcs.totalsoundatspot(ob,x,y,z) end | if ob.activateherding then totalsound = funcs.totalsoundatspot(ob,x,y,z) end | ||
if targ and not distances then return end --at destination already | if targ and not distances then return end --at destination already | ||
if ((not targ) or (distances and distances[x] and distances[x][y] and distances[x][y][z])) and not funcs.checkforedgeofmap(x,y) then --was and distances[x][y][z] | |||
if ((not targ) or (distances and distances[x] and distances[x][y] and distances[x][y][z])) and not | |||
funcs.checkforedgeofmap(x,y) then --was and distances[x][y][z] | |||
if targ then relativevalue = distances[x][y][z] + relativevalue end | if targ then relativevalue = distances[x][y][z] + relativevalue end | ||
--print("SOUND "..soundonhomesquare) | --print("SOUND "..soundonhomesquare) | ||
local soundvariable | local soundvariable | ||
local usesoundvariable = true | local usesoundvariable = true | ||
if ob.tightgroups then soundvariable = ob.prefersoundlevel * numfriends end | if ob.tightgroups then soundvariable = ob.prefersoundlevel * numfriends end | ||
if ob.loosegroups then soundvariable = ob.prefersoundlevel end | if ob.loosegroups then soundvariable = ob.prefersoundlevel end | ||
if ob.prefersoundlevel == 0 then usesoundvariable = false end | if ob.prefersoundlevel == 0 then usesoundvariable = false end | ||
if (not targ) and ob.activateherding and soundonhomesquare == 0 then --if i dont hear anything and have no target, choose a random square. | |||
if (not targ) and ob.activateherding and soundonhomesquare == 0 then --if i dont hear anything and | |||
have no target, choose a random square. | |||
relativevalue = relativevalue - (math.random(1,1000) * 10) | relativevalue = relativevalue - (math.random(1,1000) * 10) | ||
elseif ob.activateherding and (usesoundvariable and (soundonhomesquare < (soundvariable)) or not usesoundvariable) and soundonhomesquare > 0 then --if sound is lower than threshhold, herd HALF the time.. | |||
if math.random(1,ob.herdingtendency) == 1 then relativevalue = relativevalue - (totalsound * 10) end --herd according to a fraction of times ob.herdingtendency should be 10 or 20 or 5 or whatever. If im beyond the sound range by not herding, i wont herd from that point until i hear more sound.. | elseif ob.activateherding and (usesoundvariable and (soundonhomesquare < (soundvariable)) or not | ||
usesoundvariable) and soundonhomesquare > 0 then --if sound is lower than threshhold, herd HALF the time.. | |||
if math.random(1,ob.herdingtendency) == 1 then relativevalue = relativevalue - (totalsound * 10) | |||
end --herd according to a fraction of times ob.herdingtendency should be 10 or 20 or 5 or whatever. If im beyond the sound range | |||
by not herding, i wont herd from that point until i hear more sound.. | |||
elseif (not targ) then --if i dont care about sound, move randomly. | elseif (not targ) then --if i dont care about sound, move randomly. | ||
relativevalue = relativevalue - (math.random(1,1000) * 10) --was + | relativevalue = relativevalue - (math.random(1,1000) * 10) --was + | ||
end | end | ||
if relativevalue < lowestdistance["distance"] then --go towards high strength sound | if relativevalue < lowestdistance["distance"] then --go towards high strength sound | ||
lowestdistance = {["distance"] = relativevalue,["x"]=x,["y"]=y,["z"]=z} | lowestdistance = {["distance"] = relativevalue,["x"]=x,["y"]=y,["z"]=z} | ||
end | end | ||
end | end | ||
end --ends if not targ... | end --ends if not targ... | ||
-- end | -- end | ||
-- end | -- end | ||
-- end | -- end | ||
end --ends iterations over intelligence... | end --ends iterations over intelligence... | ||
funcs.moveobject(ob,lowestdistance["x"],lowestdistance["y"],lowestdistance["z"]) | funcs.moveobject(ob,lowestdistance["x"],lowestdistance["y"],lowestdistance["z"]) | ||
-- funcs.drawspotsimple(oldx,oldy,oldz,nil,ob) | -- funcs.drawspotsimple(oldx,oldy,oldz,nil,ob) | ||
end | end | ||
---------------------------------------------------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------- | ||
--so as you can see the "relative value" of the square gets changed depending on how much sound is detected nearby. | --so as you can see the "relative value" of the square gets changed depending on how much sound is detected nearby. | ||
Hope this helps someone! Check out my game Ascii Wilderness, which is open source LUA. | Hope this helps someone! Check out my game Ascii Wilderness, which is open source LUA. | ||
http://asciiwilderness.blogspot.com/p/ascii-wilderness.html | http://asciiwilderness.blogspot.com/p/ascii-wilderness.html | ||
In this game, the deer properly herd together based on their internal variables. This code also depends on some internal herding variables from the participants such as "activateherding = 1" and "tightgroups" or "loosegroups" = 1 and "prefersoundlevel" = amount | |||
In this game, the deer properly herd together based on their internal variables. This code also depends on some internal herding | |||
variables from the participants such as "activateherding = 1" and "tightgroups" or "loosegroups" = 1 and "prefersoundlevel" = amount | |||
and also "herdingtendency" = 3- 10 | and also "herdingtendency" = 3- 10 | ||
Using this code, my ghouls will wait up for other nearby ghouls before closing in for the attack. Sweet! | Using this code, my ghouls will wait up for other nearby ghouls before closing in for the attack. Sweet! |
Revision as of 01:42, 25 December 2011
This article is by Russell Ackerman. I thought I would share my success at getting my deer to herd in my roguelike, I did it by doing this: This article relates to the LUA programming language Sound propogates out from a square, dropping informatino about itself. The function is as follows:
function funcs.makesound(intensity,activator,x,y,z)
-- print("Making a sound .."..intensity.." from "..activator["name"].." X "..x.." Y "..y.." Z "..z)
local objectloc = data.objectloc
local working, future = {}, Template:X,y,z
local soundscape = data.soundscape
local finished = {}
local insert = table.insert
local tiles = data.tiles
local checkforedgeofmap = funcs.checkforedgeofmap
finished[x] = {}
finished[x][y] = {}
finished[x][y][z] = 1
soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards
insert(soundscape[x][y][z][activator],{["strength"] = intensity})
local counter = intensity
while(counter <= intensity and counter >= 1) do
counter = counter - 1
working,future = future, {}
local x,y,z
for k,v in pairs(working) do
for x = v[1]- 1,v[1] + 1 do
finished[x] = finished[x] or {}
for y = v[2] -1,v[2] + 1 do
finished[x][y] = finished[x][y] or {}
for z = v[3] - 1,v[3] + 1 do
if z < data.amountofzlevels and z >= 1 and (not checkforedgeofmap(x,y)) and (not finished[x][y][z]) and (not tiles[x][y][z]["filled"]) and (not tiles[x][y][z]["open"]) then
finished[x][y][z] = 1
insert(future,{x,y,z})
soundscape[x][y][z][activator] = soundscape[x][y][z][activator] or {} --for moveenemytowards
insert(soundscape[x][y][z][activator],{["strength"] = counter})
--the following visualizes the sound data.
-- slang.gotorc(y+data.mapoffsety,x+data.mapoffsetx)
-- slang.setcolor(counter)
-- slang.writechar("*")
-- slang.refresh()
end
end
end
end
end
end
end
Data about the "soundscape" is stored, for now, just with the data of who made the sound and how intensly it was heard at the square. soundscape[x][y][z][the object that activated it][irreleveant key][strengthofsound] and any other pertinent variables about the noise would also be stored there.
To use this data in pathfinding to get your denizens to herd, simply do the following:
1/x times that the creature activates pathfinding to choose a square with the shortest path, simply weight the RELATIVE VALUE of those squares. Squares with more noise generated by creatures who are the same species as me should be weighted with an amount relative to the total noise on that square from those animals except myself. Its a simple matter of using a function like "total_sound_at_square_except_me(me,x,y,z).
My code for moving the denizens is at follows. the table "Distances" is a table of data in the form distances[x][y][z] = amount, where distances[x][y][z] is the distance of a particular square to the destination square. It's a little hokey but it's pretty simple too:
function funcs.totalsoundfromob(ob,x,y,z)
--print("Totaling sound")
local soundscape = data.soundscape
local totalstr = 0
for k2,v2 in pairs(soundscape[x][y][z][ob]) do
totalstr = totalstr + v2["strength"]
end
return totalstr
end
function funcs.totalsoundatspot(ob,x,y,z) --totals sounds at spot from "my species"
local soundscape = data.soundscape
local sound
local totalstrength = 0
local numfriends = 0
for k,v in pairs(soundscape[x][y][z]) do
if ob["species"] == k["species"] and k ~= ob and (not k["isplayer"]) then --not k isplayer for sanity purposes.
sound = funcs.totalsoundfromob(k,x,y,z)
totalstrength = totalstrength + sound
numfriends = numfriends + 1
end
end
-- print("total strength "..totalstrength)
return totalstrength, numfriends
end
--ob contains ob.x and ob.y and ob.z, targ contains targ.x,y,z etc.
function funcs.moveenemytowards(ob,targ)
-- print("Moving "..ob.name)
-- if targ then print("Towards"..targ.x.." "..targ.y.." "..targ.z.." from "..ob.x.." "..ob.y.." "..ob.z) end
local numfriends
local soundonhomesquare, numfriends = funcs.totalsoundatspot(ob,ob.x,ob.y,ob.z)
local distances
-- if not targ and ob.activateherding and soundonhomesquare < 0 then --if i dont hear anything and im supposed to be moving randomly
if targ and targ.name then print("Targ name "..targ.name) end
-- print("Starting pathfinding")
if targ then funcs.pathfindfromto(ob,targ) distances = ob.distances end --gets a path... checks for a new path every so often.
-- if not targ then distances = nil end
-- print("Finished pathfinding")
local soundscape = data.soundscape
local totalsound
local oldx,oldy,oldz = ob.x,ob.y,ob.z
--print("MOVING A MONSTER!!")
local x local y
local z
local lowestdistance = {distance = 1000000 ,x=oldx,y=oldy,z=oldz} --HARDCODED LIMIT
local iterations = 0
local movementintelligence
if ob.movementintelligence then movementintelligence = ob.movementintelligence
else movementintelligence = 20 end
while(iterations < movementintelligence) do
iterations = iterations + 1
x = math.random(ob["x"]-1,ob["x"]+1)
y = math.random(ob["y"]-1,ob["y"]+1)
z = math.random(ob["z"]-1,ob["z"]+1)
-- for x = ob["x"] -1,ob["x"] + 1 do iterating in this pattern makes us select the upper left corner...
-- for y = ob["y"] -1,ob["y"] + 1 do
-- for z = ob["z"] -1,ob["z"] + 1 do
if ((not targ) and (not funcs.checkforblockpassageofpath(x,y,z))) or (targ) then
local relativevalue = 0
if ob.activateherding then totalsound = funcs.totalsoundatspot(ob,x,y,z) end
if targ and not distances then return end --at destination already
if ((not targ) or (distances and distances[x] and distances[x][y] and distances[x][y][z])) and not funcs.checkforedgeofmap(x,y) then --was and distances[x][y][z]
if targ then relativevalue = distances[x][y][z] + relativevalue end
--print("SOUND "..soundonhomesquare)
local soundvariable
local usesoundvariable = true
if ob.tightgroups then soundvariable = ob.prefersoundlevel * numfriends end
if ob.loosegroups then soundvariable = ob.prefersoundlevel end
if ob.prefersoundlevel == 0 then usesoundvariable = false end
if (not targ) and ob.activateherding and soundonhomesquare == 0 then --if i dont hear anything and have no target, choose a random square.
relativevalue = relativevalue - (math.random(1,1000) * 10)
elseif ob.activateherding and (usesoundvariable and (soundonhomesquare < (soundvariable)) or not usesoundvariable) and soundonhomesquare > 0 then --if sound is lower than threshhold, herd HALF the time..
if math.random(1,ob.herdingtendency) == 1 then relativevalue = relativevalue - (totalsound * 10) end --herd according to a fraction of times ob.herdingtendency should be 10 or 20 or 5 or whatever. If im beyond the sound range by not herding, i wont herd from that point until i hear more sound..
elseif (not targ) then --if i dont care about sound, move randomly.
relativevalue = relativevalue - (math.random(1,1000) * 10) --was +
end
if relativevalue < lowestdistance["distance"] then --go towards high strength sound
lowestdistance = {["distance"] = relativevalue,["x"]=x,["y"]=y,["z"]=z}
end
end
end --ends if not targ...
-- end
-- end
-- end
end --ends iterations over intelligence...
funcs.moveobject(ob,lowestdistance["x"],lowestdistance["y"],lowestdistance["z"])
-- funcs.drawspotsimple(oldx,oldy,oldz,nil,ob)
end
--so as you can see the "relative value" of the square gets changed depending on how much sound is detected nearby.
Hope this helps someone! Check out my game Ascii Wilderness, which is open source LUA.
http://asciiwilderness.blogspot.com/p/ascii-wilderness.html
In this game, the deer properly herd together based on their internal variables. This code also depends on some internal herding variables from the participants such as "activateherding = 1" and "tightgroups" or "loosegroups" = 1 and "prefersoundlevel" = amount and also "herdingtendency" = 3- 10
Using this code, my ghouls will wait up for other nearby ghouls before closing in for the attack. Sweet!