Esempio n. 1
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 public void StopFollowing()
 {
     followerWait         = true;
     leaderWaits          = false;
     estimateNewLeaderPos = Vector3.zero;
     leader = null;
 }
Esempio n. 2
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    private void OnTriggerEnter(Collider other)
    {
        // We are only interested in interactions between ants
        if (other.tag != Naming.Ants.Tag)
        {
            return;
        }

        otherAnt = other.gameObject.GetComponent <AntManager>();

        // Recruitment cannot take place if either ant is already part of a tandem run or social carry
        if (ant.IsTandemRunning() || ant.IsTransporting() || otherAnt.IsTandemRunning() || otherAnt.IsTransporting())
        {
            return;
        }

        // This script is from the perspective of the recruiter, so only recruiting or reversing ants continue
        if (ant.state == BehaviourState.Reversing)
        {
            ReversingSenses();
        }
        else if (ant.state == BehaviourState.Recruiting)
        {
            RecruiterSenses();
        }
    }
Esempio n. 3
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    // Calculate the current quorum total within this nest (the total number of ants within the nest)
    public int GetQuorum()
    {
        int id    = simulation.GetNestID(this);
        int total = GameObject.Find("P" + id).transform.childCount;

        Transform a = GameObject.Find("A" + id).transform;

        for (int i = 0; i < a.childCount; i++)
        {
            AntManager assessor = a.GetChild(i).GetComponent <AntManager>();
            // If the assessor is currently in this nest count them towards the total
            if (assessor.currentNest == this)
            {
                total += 1;
            }
        }

        Transform r = GameObject.Find("R" + id).transform;

        for (int i = 0; i < r.childCount; i++)
        {
            AntManager recruiter = r.GetChild(i).GetComponent <AntManager>();
            // If the recruiter is currently waiting in this nest count them towards the total
            if (recruiter.currentNest == this)
            {
                total += 1;
            }
        }

        // The ant doesn't count itself towards the total
        return(total - 1);
    }
Esempio n. 4
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    //follow the leader ant
    public void Follow(AntManager leader)
    {
        //start following leader towards nest
        ChangeState(BehaviourState.Following);
        this.leader = leader;

        followerWait = true;
    }
Esempio n. 5
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 public void InflictDamage(float damage)
 {
     health -= damage;
     if (health <= 0)
     {
         antGameObject.SetActive(false);
         AntManager.RemoveAnt();
     }
 }
Esempio n. 6
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    private Vector3 lastContactPosition;            // The last position where the leader and follower were in contact

    // Initialisation of parameters
    void Start()
    {
        //Time.timeScale = 10f;
        ant = transform.GetComponent <AntManager>();

        TurnAnt(RandomGenerator.Instance.Range(0, 360));
        nextTurnTime = simulation.TotalElapsedSimulatedTime("s") + maxTimeBetweenTurns;
        lastTurn     = transform.position;
    }
Esempio n. 7
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        /// <summary>
        /// Invoke async
        /// </summary>
        /// <param name="context"></param>
        /// <param name="accessor"></param>
        /// <returns></returns>
        public async Task InvokeAsync(HttpContext context, IRequestedLanguageTagAccessor accessor)
        {
            //Set current LanguageTag in LanguageTagCoreManager.
            //If the value is null, empty or whitespace, will be used 'DefaultLocaleStr' - 'en_US'.
            var languageTag = AntManager.Get(context, accessor);

            LanguageTagCoreManager.UpdateTag(languageTag);

            await _next(context);
        }
Esempio n. 8
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    //

    //switches ants allegiance to this nest and sends them back to their old one to recruit some more
    private void RecruitToNest(NestManager nest)
    {
        recruitmentStage = RecruitmentStage.GoingToOldNest;
        myNest           = nest;
        CheckQuorum(nest);

        waitOldNestTime = (int)Times.v[Times.RecruitTryTime];

        leader = null; //? BUGFIX == random case where an assessor -> recruiter but still had leader set to something, so caused a null exception

        ChangeState(BehaviourState.Recruiting);
    }
Esempio n. 9
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    void OnTriggerExit(Collider other)
    {
        //if other isn't an ant or an ants collider has intersected with nest collider in an area that isn't the entrance then ignore
        if (other.tag != Naming.Ants.Tag /*//?|| (door != null && Vector3.Distance(other.transform.position, door.transform.position) > AntScales.Distances.DoorEntry)*/)
        {
            return;
        }
        AntManager ant = other.transform.GetComponent <AntManager>();

        //if ant is passive and somehow reaches edge of nest then turn around, otherwise let the ant know it has left the nest
        ant.LeftNest();
    }
Esempio n. 10
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    void OnTriggerEnter(Collider other)
    {
        //if other isn't an ant or an ants collider has intersected with nest collider in an area that isn't the entrance then ignore
        if (other.tag != Naming.Ants.Tag /*|| (door != null && Vector3.Distance(other.transform.position, door.transform.position) > AntScales.Distances.DoorEntry)*/)
        {
            return;
        }

        //let the ant know it has entered the nest
        AntManager ant = other.transform.GetComponent <AntManager>();

        ant.EnteredNest(this);
    }
Esempio n. 11
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        private bool StateChanged(AntManager ant)
        {
            if (!_stateHistory.ContainsKey(ant.AntId))
            {
                _stateHistory.Add(ant.AntId, ant.state);
                return(true);
            }

            if (_stateHistory[ant.AntId] != ant.state)
            {
                _stateHistory[ant.AntId] = ant.state;
                return(true);
            }

            return(false);
        }
Esempio n. 12
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    public void ReverseLead(AntManager follower)
    {
        // Reset the leader giving up time
        leaderGiveUpTime = 2;   // 2 is roughly the lowest LGUT possible (LGUT when tandem duration is 0s cannot be calculated since Log(0) = -inf

        // Set the tandem variables (for recording tandem run data)
        tandemStartTime    = simulation.TotalElapsedSimulatedTime("s");
        tandemDistance     = 0f;
        forwardRun         = false; // Reverse run
        prevLeaderPosition = transform.position;

        //let following ant know that you're leading it
        this.follower = follower;
        this.follower.Follow(this);
        recruitmentStage = RecruitmentStage.GoingToOldNest;
    }
Esempio n. 13
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    private void Awake()
    {
        if (main == null)
        {
            main = this;
        }
        else
        {
            Destroy(this);
        }

        antList          = new List <Ant>();
        queenAnts        = new List <Ant>();
        soliderAnts      = new List <Ant>();
        gardenerAnts     = new List <Ant>();
        excavatorAnts    = new List <Ant>();
        trashHandlerAnts = new List <Ant>();
        foragerAnts      = new List <Ant>();
    }
Esempio n. 14
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    //returns true if there is a line of sight between this ant and the given other ant
    public bool LineOfSight(AntManager otherAnt)
    {
        float distance = 2f;    //? These were unchanged so I divided both by 10

        if (leader != null)
        {
            distance = 2f;
        }                                      //? was 0.45f before

        RaycastHit hit;

        if (Physics.Raycast(transform.position, otherAnt.transform.position - transform.position, out hit, distance))
        {
            // The collider hit will be the mesh, and the mesh parent is the ant object
            if (hit.collider.transform.parent == otherAnt.transform)
            {
                return(true);
            }
        }

        return(false);
    }
Esempio n. 15
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    //follow the leader ant
    public void Follow(AntManager leader)
    {
        //start following leader towards nest
        ChangeState(State.Following);
        this.newToOld = false;
        this.leader = leader;

        //we want to turn to follow the leader now
        move.ChangeDirection();
    }
Esempio n. 16
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    private void SpawnColony(Transform ants)
    {
        var antPrefab = Resources.Load(Naming.Resources.AntPrefab) as GameObject;

        Transform passive = MakeObject("P0", ants).transform;

        NestInfo.Add(new NestInfo(initialNest.NestManager(), 0, true,
                                  MakeObject(Naming.Ants.BehavourState.Assessing + "0", ants),
                                  MakeObject(Naming.Ants.BehavourState.Recruiting + "0", ants),
                                  passive.gameObject,
                                  MakeObject(Naming.Ants.BehavourState.Reversing + "0", ants)
                                  ));

        // Local variables for ant setup
        //find size of square to spawn ants into
        float sqrt             = Mathf.Ceil(Mathf.Sqrt(Settings.ColonySize.Value)); //?
        int   spawnedAnts      = 0;
        int   spawnedAntScouts = 0;

        //just spawns ants in square around wherever this is placed
        while (spawnedAnts < Settings.ColonySize.Value)
        {
            int column = 0;
            while ((column == 0 || spawnedAnts % sqrt != 0) && spawnedAnts < Settings.ColonySize.Value)
            {
                float   row = Mathf.Floor(spawnedAnts / sqrt);
                Vector3 pos = initialNest.transform.position;
                //?
                pos.x -= 1;
                pos.z -= 1;

                GameObject newAnt = Instantiate(antPrefab, pos + (new Vector3(row, 0, column) * Length.v[Length.Spawning]), Quaternion.identity);
                newAnt.transform.position += new Vector3(0, newAnt.GetComponent <CapsuleCollider>().radius * 2, 0);
                newAnt.name = CreateAntId(Settings.ColonySize.Value, spawnedAnts);
                newAnt.AntMovement().simulation = this;

                AntManager newAM = newAnt.AntManager();

                Ants.Add(newAM);

                newAM.AntId  = spawnedAnts;
                newAM.myNest = initialNest.NestManager();
                // why is there 2 of this here? is it meant to be old nest or something
                // newAM.myNest = initialNest;
                newAM.simulation        = this;
                newAM.inNest            = true;
                newAM.quorumThreshold   = Settings.QuorumThreshold.Value;
                newAnt.transform.parent = passive;

                if (spawnedAnts < Settings.ColonySize.Value * Settings.ProportionActive.Value || Settings.ColonySize.Value <= 1 || _spawnOnlyScouts)
                {
                    newAM.state   = BehaviourState.Inactive;
                    newAM.passive = false;
                    newAnt.GetComponentInChildren <Renderer>().material.color = AntColours.States.Inactive;

                    Transform senses = newAnt.transform.Find(Naming.Ants.SensesArea);
                    (senses.GetComponent <SphereCollider>()).enabled = true;
                    (senses.GetComponent <SphereCollider>()).radius  = Length.v[Length.SensesCollider];
                    (senses.GetComponent <AntSenses>()).enabled      = true;

                    if (spawnedAntScouts < InitialScouts || Settings.ColonySize.Value <= 1 || _spawnOnlyScouts)
                    {
                        newAM.nextAssessment = TotalElapsedSimulatedTime("s") + RandomGenerator.Instance.Range(0.5f, 1f) * Times.v[Times.MaxAssessmentWait];
                        spawnedAntScouts++;
                    }
                    else
                    {
                        newAM.nextAssessment = 0;
                    }
                }
                else
                {
                    // Passive ant
                    newAM.passive = true;
                    newAnt.GetComponentInChildren <Renderer>().material.color = AntColours.States.InactivePassive;
                }

                column++;
                spawnedAnts++;
            }
        }
    }
Esempio n. 17
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 void Start()
 {
     ant = transform.parent.GetComponent <AntManager>();
 }
Esempio n. 18
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    // Update is called once per frame
    void Update()
    {
        // Loop through all players
        for (int i = 0; i < players.Count; i++)
        {
            Player player = players[i];
            if (player.SelectedNest == null)
            {
                player.SelectNest(NestManager.Nests[i]);
            }

            // Cycle selected nest
            if (Input.GetKeyDown(player.CycleSelectedNestKey))
            {
                // Change selected nest
                Nest newSelectedNest = player.SelectedNest;
                var  allNests        = NestManager.Nests;
                bool foundCurrentSelectedNestIndex = false;
                bool foundNewSelectedNest          = false;
                for (int nestIndex = 0; !foundNewSelectedNest; nestIndex = (nestIndex + 1) % allNests.Count)
                {
                    Nest currentNest = allNests[nestIndex];
                    if (foundCurrentSelectedNestIndex && currentNest.Player == player)
                    {
                        newSelectedNest      = currentNest;
                        foundNewSelectedNest = true;
                    }
                    if (currentNest == player.SelectedNest)
                    {
                        foundCurrentSelectedNestIndex = true;
                    }
                }

                // Change appearance of selected nest
                player.SelectedNest.changeToDeselected();
                newSelectedNest.changeToSelected();

                player.SelectNest(newSelectedNest);
            }

            // Build nest
            int newNestCost = Nest.foodCost;
            if (Input.GetKeyDown(player.BuildNestKey) && player.FoodAcquired >= Nest.foodCost)
            {
                player.IncrementFoodAcquired(-newNestCost);
                AntManager.BuildNest(player);
            }

            // Spawn worker ants
            int workerAntCost = WorkerAnt.FoodCost;
            if (Input.GetKeyDown(player.SpawnWorkerAntKey) && player.FoodAcquired >= workerAntCost)
            {
                player.IncrementFoodAcquired(-workerAntCost);
                AntManager.SpawnWorkerAnt(player);
            }

            // Spawn warrior ants
            int warriorAntCost = WarriorAnt.FoodCost;
            if (Input.GetKeyDown(player.SpawnWarriorAntKey) && player.FoodAcquired >= warriorAntCost)
            {
                player.IncrementFoodAcquired(-warriorAntCost);
                AntManager.SpawnWarriorAnt(player);
            }
        }
    }
Esempio n. 19
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 // Since distance is calculated from the centre of each ant, separation is the distance - half the body length of both ants (so - 1x bodylength)
 private float AntSeparation(AntManager other)
 {
     return(Vector3.Distance(transform.position, other.transform.position) - Length.v[Length.BodyLength]);
 }
Esempio n. 20
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 public void StopFollowing()
 {
     this.leader = null;
 }
Esempio n. 21
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 //makes this ant pick up 'otherAnt' and carry them back to preffered nest
 public void PickUp(AntManager otherAnt)
 {
     otherAnt.PickedUp(transform);
     recruitmentStage = RecruitmentStage.GoingToNewNest;
 }
Esempio n. 22
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 // Use this for initialization
 void Start()
 {
     this.simManager = (SimulationManager)GameObject.Find("OldNest").GetComponent("SimulationManager");
     this.ant = (AntManager) transform.GetComponent("AntManager");
     this.cont = (CharacterController)transform.GetComponent("CharacterController");
     this.lastTurn = transform.position;
     this.dir = Random.Range(0, 360);
     this.nextDirChange_time = Time.timeSinceLevelLoad + maxDirChange_time;
     this.rg = new RandomGenerator();
     this.pheromoneParent = GameObject.Find("Pheromones").transform;
     this.nextPheromoneCheck = Time.timeSinceLevelLoad;
     //passive ants laying in centre of nests makes ants gravitate towards nest centers to much
     if(!this.ant.passive && this.usePheromones)
         InvokeRepeating("LayPheromone", 0, pheromoneFrequency);
 }
Esempio n. 23
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    //tell this ant to lead 'follower' to preffered nest
    public void Lead(AntManager follower)
    {
        this.follower = follower;

        //let following ant know that you're leading it
        this.follower.Follow(this);
        this.newToOld = false;

        //turn this ant around to face towards chosen nest
        transform.LookAt(this.myNest.transform);
    }
Esempio n. 24
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 //makes this ant pick up 'otherAnt' and carry them back to preffered nest
 public void PickUp(AntManager otherAnt)
 {
     otherAnt.PickedUp(transform);
     this.newToOld = false;
     transform.LookAt(this.myNest.transform);
 }
Esempio n. 25
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 public void BindAntManager(AntManager antManager)
 {
     this.antManager = antManager;
 }
Esempio n. 26
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 // Start is called before the first frame update
 void Start()
 {
     instance = this;
 }
Esempio n. 27
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    public void Tick()
    {
        PerceivedTicks++;

        // Decrement Counters only if 1 second of simulated time has elapsed
        if (Mathf.Approximately(simulation.TotalElapsedSimulatedTime("ms") % 1000, 0))
        {
            DecrementCounters();
        }

        /* //? This part has been added new. Some may be useful (recruitmentStage)
         * if (state == BehaviourState.Recruiting && recruitmentStage == RecruitmentStage.WaitingInNewNest)
         * {
         *  //CheckQuorum(myNest); //?
         *
         *  // Check if ant is giving up recruiting
         *  if (simulation.TickManager.TotalElapsedSimulatedSeconds - _recruitmentWaitStartSeconds >= AntScales.Times.RecruiterWaitSeconds)
         *  {
         *      recruitmentStage = RecruitmentStage.GoingToOldNest;
         *  }
         * }*/

        /*//? Test removing this, I changed the triggerExit code and nest wall thickness & movement code so hopefully it's fixed
         * //BUGFIX: sometimes assessors leave nest without triggering OnExit in NestManager
         * if (state == BehaviourState.Assessing && Vector3.Distance(nestToAssess.transform.position, transform.position) >
         * Mathf.Sqrt(Mathf.Pow(nestToAssess.transform.localScale.x, 2) + Mathf.Pow(nestToAssess.transform.localScale.z, 2)))
         *  LeftNest();*/

        //BUGFIX: occasionally when followers enter a nest there EnteredNest function doesn't get called, this forces that
        if (state == BehaviourState.Following && Vector3.Distance(LeadersNest().transform.position, transform.position) < LeadersNest().transform.localScale.x / 2f)
        {
            EnteredNest(LeadersNest().NestManager());
        }

        //makes Inactive and !passive ants assess nest that they are in every so often
        if (!passive && state == BehaviourState.Inactive && nextAssessment > 0 && simulation.TotalElapsedSimulatedTime("s") >= nextAssessment)
        {
            AssessNest(myNest);
            nextAssessment = simulation.TotalElapsedSimulatedTime("s") + RandomGenerator.Instance.Range(0.5f, 1f) * Times.v[Times.MaxAssessmentWait];
        }

        //if an ant is carrying another and is within x distance of their nest's centre then drop the ant
        if (carryPosition.childCount > 0 && Vector3.Distance(myNest.transform.position, transform.position) < Length.v[Length.RecruitingNestMiddle])
        {
            AntManager carriedAnt = carryPosition.Find(Naming.Ants.Tag).GetComponent <AntManager>();
            carriedAnt.Dropped(myNest);

            /*//? This if will always equate to true?
             * // drop social carry "follower" calculate total timesteps for social carry
             * if (socialCarrying == true)
             * {
             *  carryingTimeSteps = -1 * (carryingTimeSteps - timeStep);
             * }
             * // get end position of social carry
             * Vector3 endPos = transform.position;
             * // calculate total distance and speed of social carry
             * float TRDistance = Vector3.Distance(endPos, startPos);  //? These seem to no longer be used
             * float TRSpeed = TRDistance / carryingTimeSteps;
             * // update history with social carry and social carry speed //? This no longer happens
             * if (socialCarrying == true)
             * {
             *  socialCarrying = false;
             * }*/

            // If RTRs are enabled attempt to find an ant to lead, else just continue to recruit as normal
            if (simulation.Settings.AntsReverseTandemRun.Value)
            {
                Reverse(myNest);
            }
            else
            {
                RecruitToNest(myNest);
            }
        }

        //BUGFIX: Sometimes new to old is incorrectly set for recruiters - unclear why as of yet.
        if (state == BehaviourState.Recruiting && follower != null && currentNest == oldNest)
        {
            recruitmentStage = RecruitmentStage.GoingToNewNest;
        }

        move.Tick(); //? Moved this to the end
    }