351 lines
11 KiB
Scheme
351 lines
11 KiB
Scheme
#lang scheme/base
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(require fluxus-016/drflux)
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(require scheme/class)
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; p l a n t e y e s
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; notes:
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;
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; * keeping with a render/logic separation, although this is quite different to
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; the hexagon game. the main advantage is that the logic can be ticked at a
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; lower frequency - or even different parts at different rates, whereas the
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; renderer side needs ticking every frame
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;
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; * need to try to keep all the intensive every thing vs every thing checking
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; in the logic side, where it can be done over many frames (i'm thinking the
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; lags involved with things like nutrients getting absorbed may not matter
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; too much in this game)
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;
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; * using a message passing system to formalise the passing of information on
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; the logic side. this makes it possible to have objects sending messages
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; at any point, and have them collected up and dispached in the renderer side
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;
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; * line segments are computed in the logic side, and can be represented any
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; way by the renderer - maybe the players plant will be geometry and everyone
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; elses will be ribbons (stoopid LOD)
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(define branch-probability 10) ; as in, one in 10
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(define branch-width-reduction 0.95)
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; a message for sending betwixt logic and render side
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(define message%
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(class object%
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(init-field
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(name 'none) ; a symbol denoting the type of the message
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(data '())) ; should be an assoc list map of name to values, eg:
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; '((name "archibold") (age 53))
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; shouldn't put logic objects in here - 'raw' data only
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(define/public (get-data arg-name)
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(cadr (assoc arg-name data)))
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(define/public (print)
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(printf "msg: ~a ~a~n" name data))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; the base class logic object - all logic side objects can
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; send messages to the render side at any time by calling add-message
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; this takes care of the propagation of information. (not just oo fetish, I hope)
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(define game-logic-object%
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(class object%
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(field
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(messages '())
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(children '()))
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(define/public (send-message name data)
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(set! messages (cons (make-object message% name data) messages)))
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; convert a list of lists in to just a single list - needed to convert
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; the update lists into one big list of messages
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(define (flatten l)
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(cond
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((null? l) '())
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((list? (car l)) (append (flatten (car l)) (flatten (cdr l))))
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(else (cons (car l) (flatten (cdr l))))))
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(define/pubment (update) ; need to augement this if we have child logic objects,
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(let ((m messages)) ; and call update on them too.
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(set! messages '())
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(append
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(flatten (inner (void) update)) ; the augmented method gets called here
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m)))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; a twig, which can contain other twigs things.
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; (roots and shoots are both twigs)
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(define twig-logic%
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(class game-logic-object%
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(init-field
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(id #f) ; our id (for matching up with the renderer geometry)
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(plant #f) ; the plant we belong to
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(type 'root) ; or 'shoot
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(dir (vector 0 1 0)) ; the general direction we are pointing in
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(width 1)) ; the width of this root
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(field
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(points '()) ; the 3d points for this twig
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(twigs '()) ; children are stored with the point number they are connected to.
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(ornaments '())) ; the things attached to this twig, an assoc list with point index
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(inherit send-message)
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(define/public (get-id)
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id)
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(define/public (set-id! s)
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(set! id s))
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(define/public (get-type)
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type)
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(define/public (get-dir)
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dir)
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(define/public (get-point point-index)
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(list-ref points point-index))
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(define/public (grow)
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(let ((new-point (vector 0 0 0))) ; todo: grow along dir
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(set! points (append points (list new-point))) ;
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(send-message 'twig-grow (list
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(list 'plant-id (send plant get-id))
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(list 'twig-id id)
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(list 'point new-point))))
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(when (zero? (random branch-probability))
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(add-twig (- (length twigs) 1)
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(make-object twig-logic% (send plant get-next-twig-id) plant type dir
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; todo dir+rnd
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(* width branch-width-reduction))))
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(for-each
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(lambda (twig)
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(send (cadr twig) grow))
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twigs))
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(define/public (add-twig point-index twig)
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(send-message 'new-twig (list
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(list 'plant-id (send plant get-id))
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(list 'twig-id id)
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(list 'point-index point-index)))
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(set! twigs (cons (list point-index twig) twigs)))
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(define/public (get-twig point-index)
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(cadr (assq point-index twigs)))
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(define/public (add-ornament point-index ornament)
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; tell the renderer something has occurred
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(send-message 'new-ornament
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(list
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(send plant get-id)
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id
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point-index))
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(set! ornaments (cons (list point-index ornament) ornaments)))
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(define/public (get-ornament point-index)
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(cadr (assq point-index ornaments)))
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; adds the ornament if it's close, and checks sub-twigs
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; returns true if it's succeded
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(define/public (check/add-ornament pickup)
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; check each point in our twig
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(let ((found (foldl
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(lambda (point found)
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; if we havent found anything yet and it's intersecting
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(cond ((and (not found) (< (vdist point (send pickup get-pos)) (+ width (send pickup get-size))))
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(add-ornament (send pickup create-ornament plant))
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#t)
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(else #f)))
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#f
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points)))
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; now check each sub-twig
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(if (not found)
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(foldl
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(lambda (twig found)
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(if (not found)
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(send twig check/add-ornament)
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#f))
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#f
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twigs)
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found)))
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(define/augment (update)
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(append
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(map
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(lambda (ornament)
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(send ornament update))
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ornaments)
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(map
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(lambda (twig)
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(send (cadr twig) update))
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twigs)))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; abilities live on twigs, and can do things.
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; this is the base class for all abilities.
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(define ornament-logic%
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(class game-logic-object%
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(init-field
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(plant #f) ; the plant we belong to
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(twig #f) ; the twig we are on
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(point-index -1)) ; the index to the point on our twig
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(field
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(pos (send twig get-point point-index))) ; figure out the position here
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(define/public (get-pos)
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pos)
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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; pickups map to abilities, and live out in space
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; this is the base class for all pickups.
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(define pickup-logic%
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(class game-logic-object%
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(field
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(type 'none)
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(pos (vector 0 0 0)))
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(define/public (get-pos)
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pos)
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; converts pickup->ormament
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; override this
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(define/public (create-ornament plant)
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(make-object ornament-logic% plant)) ; todo twig/point-index???
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(define plant-logic%
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(class game-logic-object%
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(init-field
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(id #f)
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(pos (vector 0 0 0)))
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(field
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(twigs '()) ; a assoc list map of ages to twigs
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(age 0) ; the age of this plant
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(max-twigs 10) ; the maximum twigs allowed at any time - oldest removed first
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(next-twig-id 0))
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(inherit send-message)
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(define/public (get-id)
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id)
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(define/public (grow)
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(for-each
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(lambda (twig)
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(send twig grow))
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twigs))
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; we need to maintain our list of twig ids here, for this plant
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(define/public (get-next-twig-id)
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(let ((id next-twig-id))
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(set! next-twig-id (+ next-twig-id 1))
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next-twig-id))
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(define/public (check/add-ornament pickup)
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(foldl
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(lambda (twig found)
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(if (not found)
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(send twig check/add-ornament pickup)
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#f))
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#f
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twigs))
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(define/public (destroy-twig twig)
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0)
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; a util to keep a fixed size list of twigs, calling destroy twig when needed.
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(define (cons-twig thing in count out)
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(cond
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((null? in)
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(cons thing out))
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((zero? count)
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(destroy-twig (car in))
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(cons thing out))
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(else (cons-twig thing (cdr in) (- count 1) (append out (list (car in)))))))
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(define/public (add-twig twig)
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(send twig set-id! (get-next-twig-id))
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(send-message 'new-root-twig (list
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(list 'plant-id id)
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(list 'twig-id (send twig get-id))))
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(set! twigs (cons-twig twig twigs max-twigs '())))
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(define/augment (update)
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(map
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(lambda (twig)
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(send twig update))
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twigs))
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(super-new)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(define game-logic%
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(class game-logic-object%
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(field
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(plants '())
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(pickups '()))
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(inherit send-message)
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(define/public (add-plant plant)
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(send-message 'new-plant '("hello"))
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(set! plants (cons plant plants)))
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(define/public (add-pickups pickup)
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(set! pickups (cons pickup pickups)))
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; todo - distribute the checking of stuff like
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; this to a random selection of pickups/plants
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; to distribute the cpu load
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(define/augment (update)
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(for-each
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(lambda (pickup)
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(for-each
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(lambda (plant)
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(send plant check/add-ormament pickup))
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plants))
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pickups)
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(map
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(lambda (plant)
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(send plant update))
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plants))
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(super-new)))
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(define (run)
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(let ((l (send game update)))
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(for-each
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(lambda (m)
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(send m print))
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l)))
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;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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(define game (make-object game-logic%))
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(define plant1 (make-object plant-logic% "dave@fo.am" (vector 0 0 0)))
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(define plant2 (make-object plant-logic% "plant00001@fo.am" (vector 0 1 0)))
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(send game add-plant plant1)
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(send game add-plant plant2)
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(run)
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(send plant1 add-twig (make-object twig-logic% 0 plant1 (vector 0 1 0) 1))
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(run)
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(for ((i (in-range 0 50)))
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(send plant1 grow)
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(run))
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