Merge remote-tracking branch 'origin/develop' into develop

This commit is contained in:
Simon Brooke 2021-02-19 23:59:49 +00:00
commit a2ab62c94a
60 changed files with 3185 additions and 88 deletions

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(ns cc.journeyman.the-great-game.agent.agent
"Anything in the game world with agency"
(:require [the-great-game.objects.game-object :refer [ProtoObject]]
[the-great-game.objects.container :refer [ProtoContainer]]))
;; hierarchy of needs probably gets implemented here
;; I'm probably going to want to defprotocol stuff, to define the hierarchy
;; of things in the gameworld; either that or drop to Java, wich I'd rather not do.
(defprotocol ProtoAgent
"An object which can act in the world"
(act
[actor world circle]
"Allow `actor` to do something in this `world`, in the context of this
`circle`; return the new state of the actor if something was done, `nil`
if nothing was done. Circle is expected to be one of
* `:active` - actors within visual/audible range of the player
character;
* `:pending` - actors not in the active circle, but sufficiently close
to it that they may enter the active circle within a short period;
* `:background` - actors who are active in the background in order to
handle trade, news, et cetera;
* `other` - actors who are not members of any other circle, although
I'm not clear whether it would ever be appropriate to invoke an
`act` method on them.
The `act` method *must not* have side effects; it must *only* return a
new state. If the actor's intention is to seek to change the state of
something else in the game world, it must add a representation of that
intention to the sequence which will be returned by its
`pending-intentions` method.")
(pending-intentions
[actor]
"Returns a sequence of effects an actor intends, as a consequence of
acting. The encoding of these is not yet defined."))
(defrecord Agent
;; "A default agent."
[name home tribe]
ProtoObject
ProtoContainer
ProtoAgent
)

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(ns the-great-game.gossip.gossip
(ns cc.journeyman.the-great-game.gossip.gossip
"Interchange of news events between gossip agents"
(:require [the-great-game.utils :refer [deep-merge]]
[the-great-game.gossip.news-items :refer [learn-news-item]]))
(:require [cc.journeyman.the-great-game.utils :refer [deep-merge]]
[cc.journeyman.the-great-game.gossip.news-items :refer [learn-news-item]]))
;; Note that habitual travellers are all gossip agents; specifically, at this
;; stage, that means merchants. When merchants are moved we also need to

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(ns the-great-game.gossip.news-items
(ns cc.journeyman.the-great-game.gossip.news-items
"Categories of news events interesting to gossip agents"
(:require [the-great-game.world.location :refer [distance-between]]
[the-great-game.time :refer [game-time]]))
(:require [cc.journeyman.the-great-game.world.location :refer [distance-between]]
[cc.journeyman.the-great-game.time :refer [game-time]]))
;; The ideas here are based on the essay 'The spread of knowledge in a large
;; game world', q.v.; they've advanced a little beyond that and will doubtless

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(ns the-great-game.merchants.markets
(ns cc.journeyman.the-great-game.merchants.markets
"Adjusting quantities and prices in markets."
(:require [taoensso.timbre :as l :refer [info error]]
[the-great-game.utils :refer [deep-merge]]))
[cc.journeyman.the-great-game.utils :refer [deep-merge]]))
(defn new-price
"If `stock` is greater than the maximum of `supply` and `demand`, then

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(ns the-great-game.merchants.merchant-utils
(ns cc.journeyman.the-great-game.merchants.merchant-utils
"Useful functions for doing low-level things with merchants.")
(defn expected-price

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(ns the-great-game.merchants.merchants
(ns cc.journeyman.the-great-game.merchants.merchants
"Trade planning for merchants, primarily."
(:require [taoensso.timbre :as l :refer [info error spy]]
[the-great-game.utils :refer [deep-merge]]

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(ns the-great-game.merchants.planning
(ns cc.journeyman.the-great-game.merchants.planning
"Trade planning for merchants, primarily. This follows a simple-minded
generate-and-test strategy and currently generates plans for all possible
routes from the current location. This may not scale. Also, routes do not
currently have cost or risk associated with them."
(:require [the-great-game.utils :refer [deep-merge make-target-filter]]
[the-great-game.merchants.merchant-utils :refer :all]
[the-great-game.world.routes :refer [find-route]]
[the-great-game.world.world :refer [actual-price default-world]]))
(:require [cc.journeyman.the-great-game.utils :refer [deep-merge make-target-filter]]
[cc.journeyman.the-great-game.merchants.merchant-utils :refer [can-afford can-carry expected-price]]
[cc.journeyman.the-great-game.world.routes :refer [find-route]]
[cc.journeyman.the-great-game.world.world :refer [actual-price default-world]]))
(defn generate-trade-plans
"Generate all possible trade plans for this `merchant` and this `commodity`

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(ns the-great-game.merchants.strategies.simple
(ns cc.journeyman.the-great-game.merchants.strategies.simple
"Default trading strategy for merchants.
The simple strategy buys a single product in the local market if there is
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profitably, moves towards home with no cargo. If at home and no commodity
can be traded profitably, does not move."
(:require [taoensso.timbre :as l :refer [info error spy]]
[the-great-game.utils :refer [deep-merge]]
[the-great-game.gossip.gossip :refer [move-gossip]]
[the-great-game.merchants.planning :refer :all]
[the-great-game.merchants.merchant-utils :refer
[cc.journeyman.the-great-game.utils :refer [deep-merge]]
[cc.journeyman.the-great-game.gossip.gossip :refer [move-gossip]]
[cc.journeyman.the-great-game.merchants.planning :refer [augment-plan plan-trade select-cargo]]
[cc.journeyman.the-great-game.merchants.merchant-utils :refer
[add-stock add-known-prices]]
[the-great-game.world.routes :refer [find-route]]))
[cc.journeyman.the-great-game.world.routes :refer [find-route]]))
(defn plan-and-buy
"Return a world like this `world`, in which this `merchant` has planned

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(ns cc.journeyman.the-great-game.objects.container
(:require
[cc.journeyman.the-great-game.objects.game-object :refer :all]))
(defprotocol ProtoContainer
(contents
[container]
"Return a sequence of the contents of this `container`, or `nil` if empty.")
(is-empty?
[container]
"Return `true` if this `container` is empty, else `false`."))

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(ns cc.journeyman.the-great-game.objects.game-object
"Anything at all in the game world")
(defprotocol ProtoObject
"An object in the world"
(id [object] "Returns the unique id of this object.")
(reify-object
[object]
"Adds this `object` to the global object list. If the `object` has a
non-nil value for its `id` method, keys it to that id - **but** if the
id value is already in use, throws a hard exception. Returns the id to
which the object is keyed in the global object list."))
(defrecord GameObject
[id]
;; "An object in the world"
ProtoObject
(id [_] id)
(reify-object [object] "TODO: doesn't work yet"))

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(ns the-great-game.time
(ns cc.journeyman.the-great-game.time
(:require [clojure.string :as s]))
(def game-start-time

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(ns the-great-game.utils)
(ns cc.journeyman.the-great-game.utils)
(defn cyclic?
"True if two or more elements of `route` are identical"
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(list (first %) 'm)
(nth % 1))
targets)))))
(defn value-or-default
"Return the value of this key `k` in this map `m`, or this `dflt` value if
there is none."
[m k dflt]
(or (when (map? m) (m k)) dflt))
;; (value-or-default {:x 0 :y 0 :altitude 7} :altitude 8)
;; (value-or-default {:x 0 :y 0 :altitude 7} :alt 8)
;; (value-or-default nil :altitude 8)

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(ns cc.journeyman.the-great-game.world.heightmap
"Functions dealing with the tessellated multi-layer heightmap."
(:require [clojure.math.numeric-tower :refer [expt sqrt]]
[mw-engine.core :refer []]
[mw-engine.heightmap :refer [apply-heightmap]]
[mw-engine.utils :refer [get-cell in-bounds? map-world scale-world]]
[cc.journeyman.the-great-game.utils :refer [value-or-default]]))
;; It's not at all clear to me yet what the workflow for getting a MicroWorld
;; map into The Great Game, and whether it passes through Walkmap to get here.
;; This file as currently written assumes it doesn't.
;; It's utterly impossible to hold a whole continent at one metre scale in
;; memory at one time. So we have to be able to regenerate high resolution
;; surfaces from much lower resolution heightmaps.
;;
;; Thus to reproduce a segment of surface at a particular level of detail,
;; we:
;; 1. load the base heightmap into a grid (see
;; `mw-engine.heightmap/apply-heightmap`);
;; 2. scale the base hightmap to kilometre scale (see `scale-grid`);
;; 3. exerpt the portion of that that we want to reproduce (see `exerpt-grid`);
;; 4. interpolate that grid to get the resolution we require (see
;; `interpolate-grid`);
;; 5. create an appropriate purturbation grid from the noise map(s) for the
;; same coordinates to break up the smooth interpolation;
;; 6. sum the altitudes of the two grids.
;;
;; In production this will have to be done **very** fast!
(def ^:dynamic *base-map* "resources/maps/heightmap.png")
(def ^:dynamic *noise-map* "resources/maps/noise.png")
(defn scale-grid
"multiply all `:x` and `:y` values in this `grid` by this `n`."
[grid n]
(map-world grid (fn [w c x] (assoc c :x (* (:x c) n) :y (* (:y c) n)))))
;; Each of the east-west curve and the north-south curve are of course two
;; dimensional curves; the east-west curve is in the :x/:z plane and the
;; north-south curve is in the :y/:z plane (except, perhaps unwisely,
;; we've been using :altitude to label the :z plane). We have a library
;; function `walkmap.edge/intersection2d`, but as currently written it
;; can only find intersections in :x/:y plane.
;;
;; TODO: rewrite the function so that it can use arbitrary coordinates.
;; AFTER TRYING: OK, there are too many assumptions about the way that
;; function is written to allow for easy rotation. TODO: think!
(defn interpolate-altitude
"Return the altitude of the point at `x-offset`, `y-offset` within this
`cell` having this `src-width`, taken from this `grid`."
[cell grid src-width x-offset y-offset ]
(let [c-alt (:altitude cell)
n-alt (or (:altitude (get-cell grid (:x cell) (dec (:y cell)))) c-alt)
w-alt (or (:altitude (get-cell grid (inc (:x cell)) (:y cell))) c-alt)
s-alt (or (:altitude (get-cell grid (:x cell) (inc (:y cell)))) c-alt)
e-alt (or (:altitude (get-cell grid (dec (:x cell)) (:y cell))) c-alt)]
;; TODO: construct two curves (arcs of circles good enough for now)
;; n-alt...c-alt...s-alt and e-alt...c-alt...w-alt;
;; then interpolate x-offset along e-alt...c-alt...w-alt and y-offset
;; along n-alt...c-alt...s-alt;
;; then return the average of the two
0))
(defn interpolate-cell
"Construct a grid (array of arrays) of cells each of width `target-width`
from this `cell`, of width `src-width`, taken from this `grid`"
[cell grid src-width target-width]
(let [offsets (map #(* target-width %) (range (/ src-width target-width)))]
(into
[]
(map
(fn [r]
(into
[]
(map
(fn [c]
(assoc cell
:x (+ (:x cell) c)
:y (+ (:y cell) r)
:altitude (interpolate-altitude cell grid src-width c r)))
offsets)))
offsets))))
(defn interpolate-grid
"Return a grid interpolated from this `grid` of rows, cols given scaling
from this `src-width` to this `target-width`"
[grid src-width target-width]
(reduce
concat
(into
[]
(map
(fn [row]
(reduce
(fn [g1 g2]
(into [] (map #(into [] (concat %1 %2)) g1 g2)))
(into [] (map #(interpolate-cell % grid src-width target-width) row))))
grid))))
(defn excerpt-grid
"Return that section of this `grid` where the `:x` co-ordinate of each cell
is greater than or equal to this `x-offset`, the `:y` co-ordinate is greater
than or equal to this `y-offset`, whose width is not greater than this
`width`, and whose height is not greater than this `height`."
[grid x-offset y-offset width height]
(into
[]
(remove
nil?
(map
(fn [row]
(when
(and
(>= (:y (first row)) y-offset)
(< (:y (first row)) (+ y-offset height)))
(into
[]
(remove
nil?
(map
(fn [cell]
(when
(and
(>= (:x cell) x-offset)
(< (:x cell) (+ x-offset width)))
cell))
row)))))
grid))))
(defn get-surface
"Return, as a vector of vectors of cells represented as Clojure maps, a
segment of surface from this `base-map` as modified by this
`noise-map` at this `cell-size` starting at this `x-offset` and `y-offset`
and having this `width` and `height`.
If `base-map` and `noise-map` are not supplied, the bindings of `*base-map*`
and `*noise-map*` will be used, respectively.
`base-map` and `noise-map` may be passed either as strings, assumed to be
file paths of PNG files, or as MicroWorld style world arrays. It is assumed
that one pixel in `base-map` represents one square kilometre in the game
world. It is assumed that `cell-size`, `x-offset`, `y-offset`, `width` and
`height` are integer numbers of metres."
([cell-size x-offset y-offset width height]
(get-surface *base-map* *noise-map* cell-size x-offset y-offset width height))
([base-map noise-map cell-size x-offset y-offset width height]
(let [b (if (seq? base-map) base-map (scale-world (apply-heightmap base-map) 1000))
n (if (seq? noise-map) noise-map (apply-heightmap noise-map))]
(if (and (in-bounds? b x-offset y-offset)
(in-bounds? b (+ x-offset width) (+ y-offset height)))
b ;; actually do stuff
(throw (Exception. "Surface out of bounds for map.")))
)))

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(ns the-great-game.world.location
(ns cc.journeyman.the-great-game.world.location
"Functions dealing with location in the world."
(:require [clojure.math.numeric-tower :refer [expt sqrt]]))

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(ns cc.journeyman.the-great-game.world.mw
"Functions dealing with building a great game world from a MicroWorld world."
(:require [clojure.math.numeric-tower :refer [expt sqrt]]
[mw-engine.core :refer []]
[mw-engine.world :refer []]))
;; It's not at all clear to me yet what the workflow for getting a MicroWorld map into The Great Game, and whether it passes through Walkmap to get here. This file as currently written assumes it doesn't.

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(ns the-great-game.world.routes
(ns cc.journeyman.the-great-game.world.routes
"Conceptual (plan level) routes, represented as tuples of location ids."
(:require [the-great-game.utils :refer [cyclic?]]))
(:require [cc.journeyman.the-great-game.utils :refer [cyclic?]]))
(defn find-routes
"Find routes from among these `routes` from `from`; if `to` is supplied,

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(ns the-great-game.world.run
(ns cc.journeyman.the-great-game.world.run
"Run the whole simulation"
(:require [environ.core :refer [env]]
[taoensso.timbre :as timbre]
[taoensso.timbre.appenders.3rd-party.rotor :as rotor]
[the-great-game.gossip.gossip :as g]
[the-great-game.merchants.merchants :as m]
[the-great-game.merchants.markets :as k]
[the-great-game.world.world :as w]))
[cc.journeyman.the-great-game.gossip.gossip :as g]
[cc.journeyman.the-great-game.merchants.merchants :as m]
[cc.journeyman.the-great-game.merchants.markets :as k]
[cc.journeyman.the-great-game.world.world :as w]))
(defn init
([]

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(ns the-great-game.world.world
(ns cc.journeyman.the-great-game.world.world
"Access to data about the world")
;;; The world has to work either as map or a database. Initially, and for

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(ns the-great-game.agent.agent
"Anything in the game world with agency")
;; hierarchy of needs probably gets implemented here
;; I'm probably going to want to defprotocol stuff, to define the hierarchy
;; of things in the gameworld; either that or drop to Java, wich I'd rather not do.