260 lines
10 KiB
C#
260 lines
10 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using NanoBrain;
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namespace Passer.CreatureControl {
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/// <summary>
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/// Simulated ant using a NanoBrain
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/// </summary>
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[RequireComponent(typeof(Brain))]
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public class Ant : Insect {
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/// <summary>
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/// inertia controls how quickly the ant can change it direction
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/// </summary>
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private readonly float inertia = 0.2f;
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/// <summary>
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/// The maximum distance at which the ant can smell things
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/// </summary>
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/// The strength of the smell decreases with the inverse square law
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/// to zero at this distance
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private readonly float smellRadius = 0.2f;
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/// <summary>
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/// The angle to the left and right within the ant can smell things
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/// </summary>
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private readonly float smellAngle = 80.0f;
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public GameObject homePheromonePrefab;
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public GameObject foodPheromonePrefab;
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public AntennaTouch touchLeft;
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public AntennaTouch touchRight;
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public Brain nanoBrain;
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// brain output
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public Neuron targetDirection;
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public Neuron hasFood;
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// brain input
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/// <summary>
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/// The (heart) beat for the brain
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/// </summary>
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/// It is used by the brain to do things periodically
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/// like placing pheromones
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public Nucleus beat;
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public Nucleus pheromoneSteering;
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public Nucleus hitLeft;
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public Nucleus hitRight;
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public Receptor foodReceptor;
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public Receptor homeReceptor;
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public Vector3 linearVelocity = Vector3.forward;
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public Vector3 angularVelocity;
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#region Init
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protected override void Awake() {
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base.Awake();
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if (this.targetRig != null)
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this.animator = this.targetRig.animator;
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this.nanoBrain = GetComponentInChildren<Brain>();
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}
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#endregion Init
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#region Start
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protected override void Start() {
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base.Start();
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Cluster brain = this.nanoBrain.brain;
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if (brain != null) {
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//--- brain inputs
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this.beat = brain.GetNucleus("Beat");
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this.hitLeft = brain.GetNucleus("Hit Left");
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this.hitRight = brain.GetNucleus("Hit Right");
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this.foodReceptor = brain.GetNucleus("Food Receptor") as Receptor;
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this.homeReceptor = brain.GetNucleus("Home Receptor") as Receptor;
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this.pheromoneSteering = brain.GetNucleus("Pheromone Steering");
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//--- brain outputs
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this.targetDirection = brain.defaultOutput;
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// Try to find the Home Pheromones Neuron
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if (brain.GetNucleus("Home Pheromones") is Neuron homePheromones)
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// and call PlaceHomePheromone when it is firing
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homePheromones.WhenFiring += PlaceHomePheromone;
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// Try to find the Food Pheromones Neuron
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if (brain.GetNucleus("Food Pheromones") is Neuron foodPheromones)
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// and call PlaceFoodPheromone when it is firing
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foodPheromones.WhenFiring += PlaceFoodPheromone;
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this.hasFood = brain.GetNucleus("Having Food") as Neuron;
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}
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// Initialize the callbacks for the antenna colliders
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if (touchLeft != null)
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touchLeft.touched += OnAntennaTouchLeft;
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if (touchRight != null)
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touchRight.touched += OnAntennaTouchRight;
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StartCoroutine(Beat());
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}
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#endregion Start
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#region Update
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void PlaceFoodPheromone() {
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GameObject pheromoneObj = Instantiate(foodPheromonePrefab);
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pheromoneObj.transform.position = this.model.position;
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}
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void PlaceHomePheromone() {
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GameObject pheromoneObj = Instantiate(homePheromonePrefab);
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pheromoneObj.transform.position = this.model.position;
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}
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public override void Update() {
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base.Update();
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UpdateSmell();
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UpdateMovement();
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}
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public virtual void FixedUpdate() {
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CheckGrounded();
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}
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protected void UpdateMovement() {
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if (this.targetDirection == null || this.animator == null)
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return;
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Vector3 movementDir = this.targetDirection.outputValue;
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this.linearVelocity =
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(1 - this.inertia) * (Time.deltaTime * movementDir.normalized) +
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this.inertia * this.linearVelocity;
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this.linearVelocity = this.linearVelocity.normalized;
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float forwardParam = this.linearVelocity.z;
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float angleRad = this.linearVelocity.sqrMagnitude > 1e-10f ?
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Mathf.Atan2(this.linearVelocity.x, this.linearVelocity.z) :
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0;
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// map -20..20 degrees to -1..1
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float rotateParam = Mathf.Clamp(angleRad * 3, -1f, 1f);
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this.animator.SetFloat("Forward", forwardParam);
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this.animator.SetFloat("Rotate", rotateParam);
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}
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private static readonly WaitForSeconds _waitForSeconds3 = new(3);
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IEnumerator Beat() {
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while (Application.isPlaying) {
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// Beat signal to the brain
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beat?.SetBias(Vector3.one);
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// Set random direction to simulate noisy smells perception
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// which will result in a bit of random walking when no clear
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// smells are received
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float randomAngle = Random.Range(-smellAngle, smellAngle);
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Vector3 randomDirection = Quaternion.AngleAxis(randomAngle, Vector3.up) * Vector3.forward;
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pheromoneSteering?.SetBias(randomDirection);
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yield return _waitForSeconds3;
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}
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}
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void UpdateSmell() {
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Collider[] colliders = Physics.OverlapSphere(this.transform.position, smellRadius);
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foreach (Collider collider in colliders) {
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SmellPheromones(collider);
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SmellFood(collider);
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SmellHome(collider);
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}
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if (nanoBrain != null && nanoBrain.brain != null)
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nanoBrain.brain.UpdateNuclei();
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}
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void SmellPheromones(Collider thing) {
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Pheromone pheromone = thing.GetComponentInParent<Pheromone>();
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if (pheromone == null)
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return;
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Vector3 smellDirection = this.transform.InverseTransformPoint(pheromone.transform.position);
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float distance = smellDirection.magnitude;
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float angle = Vector3.Angle(Vector3.forward, smellDirection);
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if (angle < smellAngle && smellDirection.magnitude > 0.01) {
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float intensity = pheromone.StrengthAt(distance);
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Vector3 smell = smellDirection.normalized * intensity;
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switch (pheromone.type) {
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case Pheromone.Type.Food:
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foodReceptor?.ProcessStimulus(smellDirection.normalized * intensity, pheromone.GetInstanceID(), "food pheromone");
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break;
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case Pheromone.Type.Home:
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homeReceptor?.ProcessStimulus(smellDirection.normalized * intensity, pheromone.GetInstanceID(), "home pheromone");
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break;
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}
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//Debug.DrawLine(this.transform.position, pheromone.transform.position, Color.magenta);
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}
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}
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void SmellFood(Collider thing) {
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if (hasFood != null && hasFood.outputValue.x > 0)
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// if it has food...
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return;
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Food food = thing.GetComponentInParent<Food>();
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if (food == null)
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return;
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Vector3 smellDirection = this.transform.InverseTransformPoint(food.transform.position);
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float distance = smellDirection.magnitude;
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float angle = Vector3.Angle(Vector3.forward, smellDirection);
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if (angle < smellAngle && distance > 0.01) {
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float intensity = food.StrengthAt(distance);
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foodReceptor?.ProcessStimulus(smellDirection.normalized * intensity, food.GetInstanceID(), "food");
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Debug.DrawLine(this.transform.position, food.transform.position, Color.red);
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}
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}
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void SmellHome(Collider thing) {
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if (hasFood != null && hasFood.outputValue.x < 0)
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// if it does not have food....
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return;
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AntsNest nest = thing.GetComponentInParent<AntsNest>();
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if (nest == null)
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return;
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Vector3 smellDirection = this.transform.InverseTransformPoint(nest.transform.position);
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float distance = smellDirection.magnitude;
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float angle = Vector3.Angle(Vector3.forward, smellDirection);
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if (angle < smellAngle && distance > 0.01) {
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float intensity = nest.StrengthAt(distance);
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Vector3 value = smellDirection.normalized * intensity;
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homeReceptor?.ProcessStimulus(value, nest.GetInstanceID(), "nest");
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Debug.DrawLine(this.transform.position, nest.transform.position, Color.red);
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}
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}
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void OnAntennaTouchLeft(Collider other, bool isTouching) {
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Vector3 touchDirection = Vector3.zero;
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if (isTouching)
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touchDirection = this.transform.InverseTransformVector(touchLeft.transform.forward);
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hitLeft?.SetBias(touchDirection);
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}
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void OnAntennaTouchRight(Collider other, bool isTouching) {
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Vector3 touchDirection = Vector3.zero;
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if (isTouching)
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touchDirection = this.transform.InverseTransformVector(touchRight.transform.forward);
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hitRight?.SetBias(touchDirection);
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}
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#endregion Update
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}
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} |