Improve agent agression
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f7d24a22b6
commit
a95a5f83a3
8 changed files with 66 additions and 92 deletions
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@ -4,7 +4,6 @@ export interface GameLoopSettings {
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renderSpeed: number;
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simulatedDelayMs: number;
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aggressionFactor: number;
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spawnRadius: number;
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spawnInterval: number;
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@ -188,15 +188,7 @@ export default class GameLoop {
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].forEach((pipeline) =>
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pipeline.setParameters({
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time,
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evenGenerationAggression:
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this.gameRules.nextGenerationId % 2
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? -1
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: this.gameRules.nextGenerationAgression,
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oddGenerationAggression:
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this.gameRules.nextGenerationId % 2
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? this.gameRules.nextGenerationAgression
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: -1,
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nextGenerationId: this.gameRules.nextGenerationId,
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isNextGenerationOdd: this.gameRules.nextGenerationId % 2,
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deltaTime,
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canvasSize: this.canvasSize,
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brushColor: GamePresentation.getGenerationColor(
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@ -1,6 +1,5 @@
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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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@ -65,17 +64,4 @@ export class GameRules {
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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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@ -21,9 +21,14 @@ export const setUpSettingsPage = (
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rounding: Math.round,
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}),
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new SettingsSlider(settings, 'aggressionFactor', {
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min: 0,
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max: 10,
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new SettingsSlider(settings, 'currentGenerationAggression', {
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min: -20,
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max: 20,
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}),
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new SettingsSlider(settings, 'nextGenerationAggression', {
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min: -20,
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max: 20,
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}),
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new SettingsSlider(settings, 'spawnRadius', {
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@ -49,9 +49,9 @@ export class AgentPipeline {
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turnSpeed,
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sensorOffsetAngle,
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sensorOffsetDistance,
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evenGenerationAggression,
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oddGenerationAggression,
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nextGenerationId,
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currentGenerationAggression,
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nextGenerationAggression,
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isNextGenerationOdd,
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center,
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radius,
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turnWhenGoingInTheRightDirection,
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@ -60,9 +60,9 @@ export class AgentPipeline {
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deinfectionProbability,
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agentCount,
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}: AgentSettings & {
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evenGenerationAggression: number;
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oddGenerationAggression: number;
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nextGenerationId: number;
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currentGenerationAggression: number;
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nextGenerationAggression: number;
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isNextGenerationOdd: number;
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center: vec2;
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radius: number;
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agentCount: number;
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@ -77,9 +77,9 @@ export class AgentPipeline {
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turnSpeed,
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(sensorOffsetAngle * Math.PI) / 180,
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sensorOffsetDistance,
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evenGenerationAggression,
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oddGenerationAggression,
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nextGenerationId,
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currentGenerationAggression,
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nextGenerationAggression,
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isNextGenerationOdd,
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...center,
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radius,
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turnWhenGoingInTheRightDirection,
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@ -8,4 +8,6 @@ export interface AgentSettings {
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turnWhenLost: number;
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individualTrailWeight: number;
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deinfectionProbability: number;
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currentGenerationAggression: number;
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nextGenerationAggression: number;
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}
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@ -6,9 +6,9 @@ struct Settings {
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sensorAngle: f32,
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sensorOffset: f32,
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evenGenerationAggression: f32,
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oddGenerationAggression: f32,
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nextGenerationId: f32,
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currentGenerationAggression: f32,
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nextGenerationAggression: f32,
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isNextGenerationOdd: f32,
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center: vec2<f32>,
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radius: f32,
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@ -43,23 +43,6 @@ fn main(
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}
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var agent = agents[id];
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agents[id].generation = settings.nextGenerationId;
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// clear trail map below so the agent won't die immediately
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if (settings.nextGenerationId % 2 == 0) {
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trailBelow.r += trailBelow.g;
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trailBelow.g = 0;
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} else {
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trailBelow.g += trailBelow.r;
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trailBelow.r = 0;
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}
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textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
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return;
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}
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let random = textureSampleLevel(
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noise,
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@ -69,26 +52,26 @@ fn main(
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0
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).a;
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let isFromEvenGeneration = agent.generation % 2 == 0;
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let isFromNextGeneration = agent.generation == settings.nextGenerationId;
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let isFromCurrentGeneration = !isFromNextGeneration;
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let isFromCurrentGeneration = abs(agent.generation - settings.isNextGenerationOdd);
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let isFromOddGeneration = agent.generation == 1.0;
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let trailForward = sense(agent.position, agent.angle, settings.sensorOffset, 0);
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let trailLeft = sense(agent.position, agent.angle, settings.sensorOffset, settings.sensorAngle);
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let trailRight = sense(agent.position, agent.angle, settings.sensorOffset, -settings.sensorAngle);
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var weightForward: f32 = f32(isFromCurrentGeneration) * trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = f32(isFromCurrentGeneration) * trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = f32(isFromCurrentGeneration) * trailRight.a * settings.brushTrailWeight;
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var weightForward: f32 = isFromCurrentGeneration * trailForward.a * settings.brushTrailWeight;
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var weightLeft: f32 = isFromCurrentGeneration * trailLeft.a * settings.brushTrailWeight;
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var weightRight: f32 = isFromCurrentGeneration * trailRight.a * settings.brushTrailWeight;
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if (isFromEvenGeneration) {
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weightForward += trailForward.r + settings.evenGenerationAggression * trailForward.g;
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weightLeft += trailLeft.r + settings.evenGenerationAggression * trailLeft.g;
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weightRight += trailRight.r + settings.evenGenerationAggression * trailRight.g;
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let agression = isFromCurrentGeneration * settings.currentGenerationAggression + (1.0 - isFromCurrentGeneration) * settings.nextGenerationAggression;
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if (isFromOddGeneration) {
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weightForward += trailForward.g + agression * trailForward.r;
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weightLeft += trailLeft.g + agression * trailLeft.r;
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weightRight += trailRight.g + agression * trailRight.r;
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} else {
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weightForward += trailForward.g + settings.oddGenerationAggression * trailForward.r;
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weightLeft += trailLeft.g + settings.oddGenerationAggression * trailLeft.r;
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weightRight += trailRight.g + settings.oddGenerationAggression * trailRight.r;
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weightForward += trailForward.r + agression * trailForward.g;
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weightLeft += trailLeft.r + agression * trailLeft.g;
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weightRight += trailRight.r + agression * trailRight.g;
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}
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var rotation: f32 = 0;
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@ -109,33 +92,39 @@ fn main(
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rotation = 3.14159265359 + random - 0.5;
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}
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var trail = vec4<f32>(0, settings.individualTrailWeight, 0, 0);
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if isFromEvenGeneration {
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trail = vec4(settings.individualTrailWeight, 0, 0, 0);
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var trail = vec4<f32>(settings.individualTrailWeight, 0, 0, 0);
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if isFromOddGeneration {
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trail = vec4(0, settings.individualTrailWeight, 0, 0);
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}
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var trailBelow = textureLoad(trailMapIn, vec2<i32>(agent.position), 0);
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if settings.radius > 0 && length(settings.center - agent.position) < settings.radius {
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agents[id].generation = settings.isNextGenerationOdd;
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// clear trail map below so the agent won't die immediately
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if (settings.isNextGenerationOdd == 1.0) {
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trailBelow.g += trailBelow.r;
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trailBelow.r = 0;
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} else {
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trailBelow.r += trailBelow.g;
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trailBelow.g = 0;
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}
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textureStore(trailMapOut, vec2<i32>(agent.position), trailBelow);
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return;
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}
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let next = vec4(trail.rgb + trailBelow.rgb, trailBelow.a);
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textureStore(trailMapOut, vec2<i32>(nextPosition), next);
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if isFromEvenGeneration {
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if next.r < next.g {
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if agent.generation == settings.nextGenerationId {
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if random < settings.deinfectionProbability {
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agent.generation -= 1;
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if isFromOddGeneration {
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if next.g < next.r && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
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agent.generation = 0;
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}
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} else {
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agent.generation += 1;
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}
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}
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} else {
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if next.g < next.r {
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if agent.generation == settings.nextGenerationId {
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if random < settings.deinfectionProbability {
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agent.generation -= 1;
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}
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} else {
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agent.generation += 1;
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}
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if next.r < next.g && (isFromCurrentGeneration == 1.0 || (isFromCurrentGeneration == 0.0 && random < settings.deinfectionProbability)) {
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agent.generation = 1;
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}
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}
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@ -12,7 +12,8 @@ export const settings: { [key: string]: number } & GameLoopSettings &
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RenderSettings = persist({
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agentCount: 1_000_000,
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aggressionFactor: 3,
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currentGenerationAggression: 0.1,
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nextGenerationAggression: 10,
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moveSpeed: 80,
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turnSpeed: 550,
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