work on macro simulation

This commit is contained in:
austin 2021-10-16 00:06:49 -04:00
parent 5e2f3d457b
commit 581de4f58a
21 changed files with 999 additions and 77 deletions

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@ -122,6 +122,12 @@
{
"name" : "Goblin",
"bodyParts" : [
@ -234,6 +240,15 @@
"modelPath" : "Models/goblin1.fbx"
},
{
"name" : "CUBE_MAN",
@ -276,5 +291,9 @@
]
}

8
assets/Data/races.json Normal file
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@ -0,0 +1,8 @@
{
"raceMap" : [
{
"name" : "Human",
"associatedCreature" : "Human"
}
]
}

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@ -1,7 +1,7 @@
{
"symbolismMap" : [
{
"name" : "fire",
"name" : "wind",
"relations" : [
{
"name" : "water",
@ -10,21 +10,573 @@
]
},
{
"name" : "water",
"name" : "fire",
"relations" : [
{
"name" : "fire",
"strength" : -1
}
]
},
{
"name" : "earth",
"relations" : [
]
},
{
"name" : "ice",
"relations" : [
]
},
{
"name" : "water",
"relations" : [
{
"name" : "fire",
"strength" : -1
}
]
},
{
"name" : "lightning",
"relations" : [
]
},
{
"name" : "metal",
"relations" : [
]
},
{
"name" : "crystal",
"relations" : [
]
},
{
"name" : "storm",
"relations" : [
]
},
{
"name" : "lava",
"relations" : [
]
},
{
"name" : "gravity",
"relations" : [
]
},
{
"name" : "light",
"relations" : [
]
},
{
"name" : "dark",
"relations" : [
]
},
{
"name" : "arcane",
"relations" : [
]
},
{
"name" : "time",
"relations" : [
]
},
{
"name" : "sound",
"relations" : [
]
},
{
"name" : "poison",
"relations" : [
]
},
{
"name" : "mirror",
"relations" : [
]
},
{
"name" : "barrier",
"relations" : [
]
},
{
"name" : "void",
"relations" : [
]
},
{
"name" : "crescent",
"relations" : [
]
},
{
"name" : "life",
"relations" : [
]
},
{
"name" : "death",
"relations" : [
]
},
{
"name" : "nightmare",
"relations" : [
]
},
{
"name" : "dream",
"relations" : [
]
},
{
"name" : "sleep",
"relations" : [
]
},
{
"name" : "sky",
"relations" : [
]
},
{
"name" : "speed",
"relations" : [
]
},
{
"name" : "mind",
"relations" : [
]
},
{
"name" : "dawn",
"relations" : [
]
},
{
"name" : "dusk",
"relations" : [
]
},
{
"name" : "spring",
"relations" : [
]
},
{
"name" : "summer",
"relations" : [
]
},
{
"name" : "fall",
"relations" : [
]
},
{
"name" : "winter",
"relations" : [
]
},
{
"name" : "hunting",
"relations" : [
]
},
{
"name" : "sun",
"relations" : [
]
},
{
"name" : "moon",
"relations" : [
]
},
{
"name" : "sky",
"relations" : [
]
},
{
"name" : "earth",
"relations" : [
]
},
{
"name" : "cloud",
"relations" : [
]
},
{
"name" : "song",
"relations" : [
]
},
{
"name" : "harmony",
"relations" : [
]
},
{
"name" : "discord",
"relations" : [
]
},
{
"name" : "beginning",
"relations" : [
]
},
{
"name" : "end",
"relations" : [
]
},
{
"name" : "moral",
"relations" : [
]
},
{
"name" : "amoral",
"relations" : [
]
},
{
"name" : "storm",
"relations" : [
]
},
{
"name" : "flower",
"relations" : [
]
},
{
"name" : "shadow",
"relations" : [
]
},
{
"name" : "wealth",
"relations" : [
]
},
{
"name" : "poverty",
"relations" : [
]
},
{
"name" : "undeath",
"relations" : [
]
},
{
"name" : "afterlife",
"relations" : [
]
},
{
"name" : "logic",
"relations" : [
]
},
{
"name" : "writing",
"relations" : [
]
},
{
"name" : "violence",
"relations" : [
]
},
{
"name" : "warfare",
"relations" : [
]
},
{
"name" : "strategy",
"relations" : [
]
},
{
"name" : "trade",
"relations" : [
]
},
{
"name" : "law",
"relations" : [
]
},
{
"name" : "order",
"relations" : [
]
},
{
"name" : "justice",
"relations" : [
]
},
{
"name" : "marriage",
"relations" : [
]
},
{
"name" : "family",
"relations" : [
]
},
{
"name" : "sea",
"relations" : [
]
},
{
"name" : "harvest",
"relations" : [
]
},
{
"name" : "argiculture",
"relations" : [
]
},
{
"name" : "nature",
"relations" : [
]
},
{
"name" : "wisdom",
"relations" : [
]
},
{
"name" : "handicraft",
"relations" : [
]
},
{
"name" : "prophecy",
"relations" : [
]
},
{
"name" : "philosophy",
"relations" : [
]
},
{
"name" : "archery",
"relations" : [
]
},
{
"name" : "truth",
"relations" : [
]
},
{
"name" : "inspiration",
"relations" : [
]
},
{
"name" : "poety",
"relations" : [
]
},
{
"name" : "art",
"relations" : [
]
},
{
"name" : "medicine",
"relations" : [
]
},
{
"name" : "healing",
"relations" : [
]
},
{
"name" : "wilderness",
"relations" : [
]
},
{
"name" : "protection",
"relations" : [
]
},
{
"name" : "love",
"relations" : [
]
},
{
"name" : "invention",
"relations" : [
]
},
{
"name" : "volcanoes",
"relations" : [
]
},
{
"name" : "travel",
"relations" : [
]
},
{
"name" : "communication",
"relations" : [
]
},
{
"name" : "borders",
"relations" : [
]
},
{
"name" : "diplomacy",
"relations" : [
]
},
{
"name" : "theft",
"relations" : [
]
},
{
"name" : "game",
"relations" : [
]
},
{
"name" : "civilization",
"relations" : [
]
},
{
"name" : "structure",
"relations" : [
]
},
{
"name" : "festivity",
"relations" : [
]
},
{
"name" : "madness",
"relations" : [
]
}
]

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@ -4,6 +4,8 @@ import electrosphere.game.config.creature.type.model.CreatureTypeMap;
import electrosphere.game.config.foliage.type.model.FoliageTypeMap;
import electrosphere.game.config.item.type.model.ItemTypeMap;
import electrosphere.game.config.structure.type.model.StructureTypeMap;
import electrosphere.game.server.race.model.RaceMap;
import electrosphere.game.server.symbolism.model.SymbolMap;
import electrosphere.util.FileLoadingUtils;
/**
@ -16,6 +18,8 @@ public class Config {
StructureTypeMap structureTypeMap;
ItemTypeMap itemMap;
FoliageTypeMap foliageMap;
SymbolMap symbolMap;
RaceMap raceMap;
public static Config loadDefaultConfig(){
Config config = new Config();
@ -23,6 +27,8 @@ public class Config {
config.itemMap = FileLoadingUtils.loadObjectFromAssetPath("Data/items.json", ItemTypeMap.class);
config.structureTypeMap = FileLoadingUtils.loadObjectFromAssetPath("Data/structures.json", StructureTypeMap.class);
config.foliageMap = FileLoadingUtils.loadObjectFromAssetPath("Data/foliage.json", FoliageTypeMap.class);
config.symbolMap = FileLoadingUtils.loadObjectFromAssetPath("Data/symbolism.json", SymbolMap.class);
config.raceMap = FileLoadingUtils.loadObjectFromAssetPath("Data/races.json", RaceMap.class);
return config;
}
@ -42,4 +48,12 @@ public class Config {
return foliageMap;
}
public SymbolMap getSymbolMap() {
return symbolMap;
}
public RaceMap getRaceMap() {
return raceMap;
}
}

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@ -1,15 +1,44 @@
package electrosphere.game.server.character;
import electrosphere.game.server.character.diety.Diety;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
public class Character {
boolean isDiety;
Diety diety;
boolean hasBasicPersonality;
BasicPersonality basicPersonality;
boolean hasAdvancedPersonality;
AdvancedPersonality advancedPersonality;
int discreteX;
int discreteY;
static int entity_id_iterator = 0;
int id;
HashMap<String,Object> data = new HashMap();
LinkedList<String> dataKeys = new LinkedList();
public int getId() {
return id;
}
public void setId(int id){
this.id = id;
}
public void putData(String key, Object o){
data.put(key,o);
dataKeys.add(key);
}
public List<String> getDataKeys(){
return dataKeys;
}
public Object getData(String key){
return data.get(key);
}
public Character(){
}
}

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@ -0,0 +1,15 @@
package electrosphere.game.server.character;
/**
*
* @author amaterasu
*/
public class CharacterDataStrings {
public static final String POSITION_DISCRETE = "position";
public static final String DIETY = "diety";
public static final String PERSONALTIY_BASIC = "personalityBasic";
public static final String PERSONALITY_ADVANCED = "personalityAdvanced";
public static final String RACE = "race";
}

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@ -1,26 +0,0 @@
package electrosphere.game.server.character;
import electrosphere.game.server.culture.Culture;
import electrosphere.game.server.character.Character;
import electrosphere.game.config.creature.type.CreatureType;
public class CharacterGenerator {
public static Character generateCharacter(CreatureType creature, Culture culture){
Character character = new Character();
return character;
}
public static void positionCharacter(Character c, int x, int y){
c.discreteX = x;
c.discreteY = y;
}
public static Character generateDietyOfArchetype(){
Character character = new Character();
return character;
}
}

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@ -0,0 +1,38 @@
package electrosphere.game.server.character;
import electrosphere.game.server.character.Character;
import electrosphere.game.server.character.diety.Diety;
import electrosphere.game.server.race.model.Race;
import org.joml.Vector2i;
/**
*
* @author amaterasu
*/
public class CharacterUtils {
public static void addDiscretePosition(Character character, int posX, int posY){
character.putData(CharacterDataStrings.POSITION_DISCRETE, new Vector2i(posX,posY));
}
public static Vector2i getDiscretePosition(Character character){
return (Vector2i)character.getData(CharacterDataStrings.POSITION_DISCRETE);
}
public static void addDiety(Character character, Diety diety){
character.putData(CharacterDataStrings.DIETY, diety);
}
public static Diety getDiety(Character character){
return (Diety)character.getData(CharacterDataStrings.DIETY);
}
public static void addRace(Character character, Race race){
character.putData(CharacterDataStrings.RACE, race);
}
public static Race getRace(Character character){
return (Race)character.getData(CharacterDataStrings.RACE);
}
}

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@ -1,6 +1,43 @@
package electrosphere.game.server.character.diety;
import electrosphere.game.server.symbolism.model.Symbol;
import electrosphere.game.server.symbolism.model.SymbolMap;
import electrosphere.main.Globals;
import java.util.LinkedList;
import java.util.List;
import java.util.Random;
public class Diety {
int godlyPower;
List<Symbol> symbols = new LinkedList();
//TODO: eventually add function where we can pass intial symbol to seed rest of diety off of
//this lets us create a "good" diety" and a "bad" diety to guarentee a more balanced pantheon
public static Diety generateDiety(long seed){
Random random = new Random();
Diety rVal = new Diety();
//TODO: eventually use bucket based rng system where previous choices affect chances on future ones
//add symbols
SymbolMap symbolMap = Globals.gameConfigCurrent.getSymbolMap();
int numSymbolTypes = symbolMap.getSymbolismMap().size();
int numSymbolsToAdd = 3 + Math.abs(random.nextInt()) % 5;
for(int i = 0; i < numSymbolsToAdd; i++){
Symbol potentialSymbol = symbolMap.getSymbolismMap().get(random.nextInt(numSymbolTypes));
while(rVal.symbols.contains(potentialSymbol)){
potentialSymbol = symbolMap.getSymbolismMap().get(random.nextInt(numSymbolTypes));
}
rVal.symbols.add(potentialSymbol);
}
return rVal;
}
public List<Symbol> getSymbols() {
return symbols;
}
}

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@ -12,4 +12,6 @@ public class Story {
}
StoryType type;
}

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@ -0,0 +1,30 @@
package electrosphere.game.server.culture.religion;
/**
*
* @author amaterasu
*/
public class StoryDataStrings {
/*
FABLE, //a story including animals/things that explains a moral
MYTH, //an explanation for some fact
PARABLE, //a story strictly starring humans that explains a moral
*/
public static final String STORY_TYPE = "storyType";
public static final String STORY_TYPE_FABLE = "fable";
public static final String STORY_TYPE_MYTH = "myth";
public static final String STORY_TYPE_PARABLE = "parable";
public static final String MYTH_GOAL = "mythGoal"; //what is the goal of the myth?
public static final String MYTH_GOAL_CREATE = "creationism"; //the goal is to tell of the creation of the world
public static final String MYTH_CREATE_MECHANISM = "creationismMechanism"; //what is the mechanism that the world is created by in the myth
public static final String CREATE_MECH_FROM_NOTHING = "fromNothing"; //there was nothing, and then the primary diety created the world
public static final String CREATE_MECH_START_TIME = "startTime"; //everything that existed at the start was frozen, and then time began
public static final String CREATE_MECH_DIVER = "diver"; //a primordial being dives into something and retrieves the world
public static final String CREATE_MECH_EMERGENCE = "emergence"; //primordial entities morph through stages until they're the current world
public static final String CREATE_MECH_DISMEMBERMENT = "dismemberment"; //some priomordial being is dismembered and the remains are the world
}

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@ -0,0 +1,22 @@
package electrosphere.game.server.race.model;
/**
*
* @author amaterasu
*/
public class Race {
String name;
String associatedCreature;
public String getName() {
return name;
}
public String getAssociatedCreature() {
return associatedCreature;
}
}

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@ -0,0 +1,17 @@
package electrosphere.game.server.race.model;
import java.util.List;
/**
*
* @author amaterasu
*/
public class RaceMap {
List<Race> raceMap;
public List<Race> getSymbolismMap() {
return raceMap;
}
}

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@ -1,14 +0,0 @@
package electrosphere.game.server.symbolism;
import java.util.List;
public class SymbolismMap {
List<SymbolismRelation> symbolismMap;
public List<SymbolismRelation> getSymbolismMap() {
return symbolismMap;
}
}

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@ -1,4 +1,4 @@
package electrosphere.game.server.symbolism;
package electrosphere.game.server.symbolism.model;
import java.util.List;

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@ -0,0 +1,14 @@
package electrosphere.game.server.symbolism.model;
import java.util.List;
public class SymbolMap {
List<Symbol> symbolismMap;
public List<Symbol> getSymbolismMap() {
return symbolismMap;
}
}

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@ -1,4 +1,4 @@
package electrosphere.game.server.symbolism;
package electrosphere.game.server.symbolism.model;
public class SymbolismRelation {
String name;

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@ -0,0 +1,144 @@
package electrosphere.game.server.world;
import java.util.LinkedList;
import java.util.List;
import electrosphere.game.server.character.Character;
import electrosphere.game.server.character.CharacterDataStrings;
import electrosphere.game.server.character.CharacterUtils;
import electrosphere.game.server.character.diety.Diety;
import electrosphere.game.server.race.model.Race;
import electrosphere.game.server.race.model.RaceMap;
import electrosphere.game.server.symbolism.model.Symbol;
import electrosphere.main.Globals;
import java.util.Random;
import org.joml.Vector2i;
/**
*
* @author amaterasu
*/
public class MacroData {
List<Character> initialDieties = new LinkedList();
List<Race> races = new LinkedList();
List<Character> characters = new LinkedList();
List<Character> aliveCharacters = new LinkedList();
static Character generateInitialDiety(long seed){
Character rVal = new Character();
Diety diety = Diety.generateDiety(seed);
CharacterUtils.addDiety(rVal, diety);
return rVal;
}
public static MacroData generateWorld(long seed){
Random random = new Random(seed);
MacroData rVal = new MacroData();
//generate initial dieties
int numDieties = 3 + Math.abs(random.nextInt()) % 7;
for(int i = 0; i < numDieties; i++){
Character diety = generateInitialDiety(random.nextLong());
rVal.initialDieties.add(diety);
rVal.characters.add(diety);
}
//generate initial races
if(Globals.gameConfigCurrent.getRaceMap().getSymbolismMap().size() < 3){
for(Race race : Globals.gameConfigCurrent.getRaceMap().getSymbolismMap()){
rVal.races.add(race);
}
} else {
RaceMap raceMap = Globals.gameConfigCurrent.getRaceMap();
int numRacesToGenerate = 3 + random.nextInt(Math.min(raceMap.getSymbolismMap().size() - 3,7));
for(int i = 0; i < numRacesToGenerate; i++){
Race raceToAdd = raceMap.getSymbolismMap().get(random.nextInt(raceMap.getSymbolismMap().size()));
while(rVal.races.contains(raceToAdd)){
raceToAdd = raceMap.getSymbolismMap().get(random.nextInt(raceMap.getSymbolismMap().size()));
}
rVal.races.add(raceToAdd);
}
}
//spawn initial characters in each race
//find initial positions to place characters at per race
//generate initial characters
//place them
List<Vector2i> occupiedStartingPositions = new LinkedList();
for(Race race : rVal.races){
boolean foundPlacementLocation = false;
while(!foundPlacementLocation){
Vector2i start = new Vector2i(random.nextInt(Globals.serverTerrainManager.getWorldDiscreteSize()),random.nextInt(Globals.serverTerrainManager.getWorldDiscreteSize()));
//are we above sea level?
if(Globals.serverTerrainManager.getDiscreteValue(start.x, start.y) > 25){ //TODO: Set to actual sea level value
//is this position already occupied?
boolean match = false;
for(Vector2i known : occupiedStartingPositions){
if(known.x == start.x && known.y == start.y){
match = true;
break;
}
}
if(!match){
//occupy position
occupiedStartingPositions.add(start);
foundPlacementLocation = true;
//make characters
int numCharactersToMake = 5 + random.nextInt(20);
for(int i = 0; i < numCharactersToMake; i++){
Character character = new Character();
CharacterUtils.addDiscretePosition(character, start.x, start.y);
CharacterUtils.addRace(character, race);
rVal.characters.add(character);
rVal.aliveCharacters.add(character);
}
}
}
}
}
return rVal;
}
public List<Character> getAliveCharacters(){
return aliveCharacters;
}
public void describeWorld(){
System.out.println("Initial dieties");
System.out.println("==========================");
for(Character chara : initialDieties){
System.out.println("Diety");
Diety diety = CharacterUtils.getDiety(chara);
for(Symbol symbol : diety.getSymbols()){
System.out.print(symbol.getName() + " ");
}
System.out.println("\n");
}
System.out.println("==========================");
System.out.println("\n\n");
System.out.println("Initial races");
System.out.println("==========================");
for(Race race : races){
System.out.println(race.getName());
int numCharsOfRace = 0;
//n*m complexity - yikes! - as long as we're not making a million chars at start this should be _ok_
for(Character chara : characters){
if(chara.getDataKeys().contains(CharacterDataStrings.RACE)){
if(CharacterUtils.getRace(chara).equals(race)){
numCharsOfRace++;
}
}
}
System.out.println(numCharsOfRace + " initial characters");
System.out.println("\n");
}
System.out.println("==========================");
}
}

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@ -8,6 +8,8 @@ import electrosphere.game.server.culture.Culture;
import electrosphere.game.server.culture.religion.Religion;
import electrosphere.game.server.structure.virtual.Structure;
import electrosphere.game.server.town.Town;
import electrosphere.main.Globals;
import electrosphere.game.server.character.Character;
import electrosphere.util.FileLoadingUtils;
import electrosphere.util.Utilities;
import java.util.LinkedList;
@ -15,16 +17,18 @@ import java.util.List;
public class MacroSimulation {
List<Civilization> civilizationList = new LinkedList();
List<Culture> cultureList = new LinkedList();
List<Religion> religionList = new LinkedList();
List<CreatureType> creatureList = new LinkedList();
List<Character> characterList = new LinkedList();
List<Town> townList = new LinkedList();
List<Structure> structureList = new LinkedList();
// List<Civilization> civilizationList = new LinkedList();
// List<Culture> cultureList = new LinkedList();
// List<Religion> religionList = new LinkedList();
// List<CreatureType> creatureList = new LinkedList();
// List<Character> characterList = new LinkedList();
// List<Town> townList = new LinkedList();
// List<Structure> structureList = new LinkedList();
boolean isReady = false;
public MacroSimulation(){
init();
isReady = true;
}
void init(){
@ -33,6 +37,8 @@ public class MacroSimulation {
}
public void simulate(){
for(Character character : Globals.macroData.getAliveCharacters()){
//do something
}
}
}

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@ -31,6 +31,7 @@ import electrosphere.game.state.MacroSimulation;
import electrosphere.game.server.terrain.manager.ServerTerrainManager;
import electrosphere.game.server.town.Town;
import electrosphere.game.server.world.ServerWorldData;
import electrosphere.game.server.world.MacroData;
import electrosphere.game.server.world.datacell.DataCellManager;
import electrosphere.game.state.MicroSimulation;
import electrosphere.menu.Menu;
@ -204,6 +205,7 @@ public class Globals {
//macro simulation
public static MacroSimulation macroSimulation;
public static MacroData macroData;
//micro simulation
public static MicroSimulation microSimulation;

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@ -16,6 +16,9 @@ import electrosphere.entity.types.attach.AttachUtils;
import electrosphere.engine.LoadingThread;
import electrosphere.game.client.ClientFunctions;
import electrosphere.game.config.UserSettings;
import electrosphere.game.server.terrain.manager.ServerTerrainManager;
import electrosphere.game.server.world.MacroData;
import electrosphere.game.state.MacroSimulation;
import electrosphere.game.state.MicroSimulation;
import electrosphere.logger.LoggerInterface;
import electrosphere.renderer.RenderingEngine;
@ -114,6 +117,19 @@ public class Main {
//init global variables
Globals.initGlobals();
//world gen testing
//gen terrain
Globals.serverTerrainManager = new ServerTerrainManager(2000,50,100,0.0f,0);
Globals.serverTerrainManager.load();
//gen world
MacroData world = MacroData.generateWorld(0);
world.describeWorld();
boolean run = true;
Globals.macroSimulation = new MacroSimulation();
while(run){
Globals.macroSimulation.simulate();
}
//debug: create terrain/world viewer
// TerrainViewer.runViewer();
@ -136,9 +152,6 @@ public class Main {
///
Vector3f cameraRotationVector = new Vector3f();
double posX = -1;
double posZ = 0;
//main loop
while (running) {
@ -200,10 +213,10 @@ public class Main {
//
// P L A Y E R W O R L D P O S I T I O N U P D A T E
//
if(Globals.playerCharacter != null && Globals.commonWorldData != null){
newPlayerCharacterPosition = EntityUtils.getPosition(Globals.playerCharacter);
Globals.clientPlayerData.setWorldPosition(Globals.commonWorldData.convertRealToWorld(newPlayerCharacterPosition.x), Globals.commonWorldData.convertRealToWorld(newPlayerCharacterPosition.z));
}
// if(Globals.playerCharacter != null && Globals.commonWorldData != null){
// newPlayerCharacterPosition = EntityUtils.getPosition(Globals.playerCharacter);
// Globals.clientPlayerData.setWorldPosition(Globals.commonWorldData.convertRealToWorld(newPlayerCharacterPosition.x), Globals.commonWorldData.convertRealToWorld(newPlayerCharacterPosition.z));
// }
///
/// C L I E N T C E L L M A N A G E R