Generate agents
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10 changed files with 370 additions and 91 deletions
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@ -1,5 +1,9 @@
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export interface GameLoopSettings {
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agentCount: number;
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initialDeadRatio: number;
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renderSpeed: number;
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simulatedDelayMs: number;
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aggressionFactor: number;
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nextGenerationSpawnRadius: number;
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}
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@ -1,4 +1,5 @@
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import { AgentGenerationPipeline } from '../pipelines/agents/agent-generation/agent-generation-pipeline';
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import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
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import { AgentPipeline } from '../pipelines/agents/agent-pipeline';
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import { BrushPipeline } from '../pipelines/brush/brush-pipeline';
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import { CommonState } from '../pipelines/common-state/common-state';
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@ -7,16 +8,17 @@ import { DiffusionPipeline } from '../pipelines/diffusion/diffusion-pipeline';
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import { RenderPipeline } from '../pipelines/render/render-pipeline';
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import { settings } from '../settings';
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import { DeltaTimeCalculator } from '../utils/delta-time-calculator';
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import { initializeContext } from '../utils/graphics/initialize-context';
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import { ResizableTexture } from '../utils/graphics/resizable-texture';
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import { sleep } from '../utils/sleep';
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import { GameRules } from './game-rules';
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import { vec2 } from 'gl-matrix';
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export default class GameLoop {
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private readonly deltaTimeCalculator = new DeltaTimeCalculator();
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private readonly trailMapA: ResizableTexture;
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private readonly trailMapB: ResizableTexture;
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private readonly commonState: CommonState;
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private readonly copyPipeline: CopyPipeline;
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private readonly agentGenerationPipeline: AgentGenerationPipeline;
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@ -25,6 +27,8 @@ export default class GameLoop {
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private readonly brushPipeline: BrushPipeline;
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private readonly diffusionPipeline: DiffusionPipeline;
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private readonly gameRules = new GameRules(performance.now() / 1000);
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private hasFinished = false;
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private readonly hasFinishedPromise: Promise<void> = new Promise(
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(resolve) => (this.resolveHasFinished = resolve)
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@ -35,33 +39,34 @@ export default class GameLoop {
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public constructor(
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private readonly canvas: HTMLCanvasElement,
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private readonly device: GPUDevice
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private readonly device: GPUDevice,
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private readonly deltaTimeCalculator: DeltaTimeCalculator
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) {
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const context = this.canvas.getContext('webgpu') as any as GPUCanvasContext;
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context.configure({
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device: this.device,
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format: navigator.gpu.getPreferredCanvasFormat(),
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alphaMode: 'premultiplied',
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});
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const context = initializeContext({ device, canvas });
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this.trailMapA = new ResizableTexture(this.device, this.canvasSize);
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this.trailMapB = new ResizableTexture(this.device, this.canvasSize);
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this.resize();
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this.commonState = new CommonState(this.device);
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this.commonState.setParameters(this.canvasSize, 0, 0);
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this.commonState.setParameters({
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canvasSize: this.canvasSize,
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time: 0,
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deltaTime: 0,
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});
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this.copyPipeline = new CopyPipeline(this.device);
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this.agentGenerationPipeline = new AgentGenerationPipeline(
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this.device,
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this.commonState
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this.commonState,
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settings.agentCount
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);
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this.agentPipeline = new AgentPipeline(
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this.device,
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this.commonState,
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this.agentGenerationPipeline.generateAgents(settings.agentCount)
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this.agentGenerationPipeline.agentsBuffer
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);
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this.brushPipeline = new BrushPipeline(this.device, this.commonState);
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this.diffusionPipeline = new DiffusionPipeline(this.device, this.commonState);
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@ -85,6 +90,10 @@ export default class GameLoop {
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return this.hasFinishedPromise;
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}
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public get aliveAgentCounts(): GenerationCounts {
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return this.gameRules.generationCounts;
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}
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private onSwipe(event: MouseEvent) {
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if (!this.isSwipeActive) {
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return;
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@ -104,23 +113,56 @@ export default class GameLoop {
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private async render(time: DOMHighResTimeStamp) {
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if (this.hasFinished) {
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this.resolveHasFinished();
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return;
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}
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const deltaTime = this.deltaTimeCalculator.calculateDeltaTimeInSeconds(time);
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this.commonState.setParameters(this.canvasSize, deltaTime, time);
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time *= settings.renderSpeed;
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const timeInSeconds = time / 1000;
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[
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this.commonState,
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this.agentPipeline,
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this.brushPipeline,
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this.diffusionPipeline,
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this.renderPipeline,
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].forEach((pipeline) => pipeline.setParameters(settings));
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const commandEncoder = this.device.createCommandEncoder();
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].forEach((pipeline) =>
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pipeline.setParameters({
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time,
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nextGenerationAggression: this.gameRules.nextGenerationAgression,
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deltaTime,
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canvasSize: this.canvasSize,
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...settings,
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})
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);
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for (let i = 0; i < settings.renderSpeed; i++) {
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const commandEncoder = this.device.createCommandEncoder();
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if (
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this.gameRules.generationCounts.currentGenerationCount == 0 &&
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this.gameRules.generationCounts.nextGenerationCount == 0
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) {
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCover(
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0,
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settings.agentCount * (1 - settings.initialDeadRatio)
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)
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);
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}
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const spawnAction = this.gameRules.getSpawnAction(timeInSeconds, this.canvasSize);
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this.gameRules.updateGenerationCounts(
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await this.agentGenerationPipeline.spawnNextGenerationCircle(
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spawnAction.generation,
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spawnAction.count,
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spawnAction.position,
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settings.nextGenerationSpawnRadius
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)
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);
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this.copyPipeline.execute(
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commandEncoder,
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this.trailMapA.getTextureView(),
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@ -138,9 +180,9 @@ export default class GameLoop {
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this.trailMapA.getTextureView()
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);
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this.renderPipeline.execute(commandEncoder, this.trailMapA.getTextureView());
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}
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this.device.queue.submit([commandEncoder.finish()]);
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this.device.queue.submit([commandEncoder.finish()]);
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}
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if (!this.isSwipeActive) {
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this.brushPipeline.clearSwipes();
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@ -157,20 +199,19 @@ export default class GameLoop {
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requestAnimationFrame(this.render.bind(this));
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}
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public destroy() {
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public async destroy() {
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this.hasFinished = true;
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await this.hasFinishedPromise;
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this.copyPipeline?.destroy();
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this.agentGenerationPipeline?.destroy();
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this.agentPipeline?.destroy();
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this.brushPipeline?.destroy();
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this.diffusionPipeline?.destroy();
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this.renderPipeline?.destroy();
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this.commonState?.destroy();
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this.trailMapA?.destroy();
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this.trailMapB?.destroy();
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this.resolveHasFinished();
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}
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private get canvasSize(): vec2 {
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78
src/game-loop/game-rules.ts
Normal file
78
src/game-loop/game-rules.ts
Normal file
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@ -0,0 +1,78 @@
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import { GenerationCounts } from '../pipelines/agents/agent-generation/generation-counts';
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import { settings } from '../settings';
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import { clamp01 } from '../utils/clamp';
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import { Random } from '../utils/random';
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import { vec2 } from 'gl-matrix';
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export interface SpawnAction {
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generation: number;
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position: vec2;
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count: number;
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}
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export class GameRules {
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private static SPAWN_INTERVAL = 3;
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private lastSpawnTimeInSeconds = 0;
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private nextGenerationId = 0;
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public generationCounts: GenerationCounts = {
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currentGenerationCount: 0,
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nextGenerationCount: 0,
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};
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public constructor(startingTimeInSeconds: number) {
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this.lastSpawnTimeInSeconds = startingTimeInSeconds;
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}
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public getSpawnAction(timeInSeconds: number, canvasSize: vec2): SpawnAction {
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if (timeInSeconds - this.lastSpawnTimeInSeconds < GameRules.SPAWN_INTERVAL) {
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return {
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generation: this.nextGenerationId,
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position: vec2.create(),
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count: 0,
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};
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}
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this.lastSpawnTimeInSeconds = timeInSeconds;
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return {
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generation: this.nextGenerationId,
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position: vec2.fromValues(
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Random.randomBetween(0, canvasSize.x),
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Random.randomBetween(0, canvasSize.y)
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),
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count:
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settings.agentCount -
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this.generationCounts.nextGenerationCount -
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this.generationCounts.currentGenerationCount,
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};
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}
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public updateGenerationCounts({
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currentGenerationCount,
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nextGenerationCount,
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}: GenerationCounts): void {
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if (currentGenerationCount === 0) {
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this.nextGenerationId++;
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}
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this.generationCounts = {
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currentGenerationCount,
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nextGenerationCount,
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};
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}
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public get nextGenerationAgression(): number {
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if (this.generationCounts.currentGenerationCount === 0) {
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return 0;
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}
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return clamp01(
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(this.generationCounts.nextGenerationCount /
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this.generationCounts.currentGenerationCount -
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1) *
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settings.aggressionFactor
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);
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}
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}
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