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- var rooma = new RoomRandom("Room A");
- rooma.description = new Say(
- "You are inside a box of metal painted blue. Your head almost touches the ceiling, making the room look smaller than it really is.",
- Say.LINE_BREAK,
- new SayIf(
- () => {
- return Thing.InsideRoomRelation.getLeft(vase) == rooma || Thing.InsideRoomRelation.getLeft(urn) == rooma;
- },
- " Still, there are some things thrown about."
- )
- );
- PlayBegins.setStartingRoom(rooma);
- let paddedBra = new Clothing({name : "Padded Bra", unique : true});
- paddedBra.breastPadding = 3;
- paddedBra.slots = [Humanoid.SLOT_BREASTS];
- let paddedUnderwear = new Clothing({name : "Padded Underwear", unique : true});
- paddedUnderwear.crotchPadding = 15;
- paddedUnderwear.slots = [Humanoid.SLOT_CROTCH_BACK, Humanoid.SLOT_CROTCH_FRONT];
- // Thing.WearRelation.setRelation(WorldState.player, paddedBra);
- // Thing.WearRelation.setRelation(WorldState.player, paddedUnderwear);
- let player = WorldState.player;
- WorldState.player = player;
- var vase = new Thing({name : "Vase"});
- vase.description = new Say("This is an ornamental vase that'd look very nice on your lap. Why? Who knows.");
- rooma.place(vase);
- let mapOfTest = new MapNote({name: "Map of this Region",
- description : "This is a simple map showing all the rooms here.", unique : true});
- rooma.place(mapOfTest);
- let urn = new Thing({unique: true, name : "Urn of Dreams", image : "image001"});
- urn.description = new Say("This appears to be a simple, black urn containing the ashes of your dreams.");
- rooma.place(urn);
- var roomb = new RoomRandom("Room B");
- roomb.place(vase);
- let frillyPouch = new CoinPouch({
- name : "Frilly Pouch",
- //image : new SayImage("image001"),
- description : new Say("This is a very gay little pink pouch full of little hearts.")
- });
- frillyPouch.addCoins(502);
- rooma.place(frillyPouch);
- // ActionTake.check.addRule(new Rule(<RuleOptions<any>> {
- // code : function () {
- // let promise = new Promise(() => {});
- // return promise;
- // }
- // }));
- let bigSack = new CoinPouch({name : "Big Sack"});
- bigSack.addCoins(100);
- rooma.place(bigSack);
- let region = new RegionRandom("Test Region");
- region.place(rooma, roomb);
- for (let i = 1; i < 6; i++) {
- let room = new RoomRandom("Room " + i.toString());
- // let randomDirection = new Shuffler([Room.NORTH, Room.SOUTH, Room.EAST, Room.WEST])
- // room.connectableOn = [randomDirection.getOne()];
- //room.connectableOn = [Room.NORTH, Room.SOUTH, Room.EAST, Room.WEST];
- region.place(room);
- if (Math.random() > 0.5) {
- //mapOfTest.addRoom(room);
- }
- }
- mapOfTest.addRegion(region);
- let southestRoom = new RoomRandom("Southest Room");
- //southestRoom.appearChance = 0;
- region.place(southestRoom);
- //southestRoom.connectableOn = [Room.NORTH];
- southestRoom.appearChance = 100;
- southestRoom.backgroundImage = "bloo";
- southestRoom.trickyCode = (options : TrickyOptions) => {
- let myCoordinates = [options.x, options.y];
- for (let i = 0; i < Room.DIRECTIONS.length; i++) {
- let direction = Room.DIRECTIONS[i];
- if (direction != Direction.NORTH) {
- let coordinates = Room.shift(myCoordinates, direction);
- if (!options.map.isFree(coordinates[0], coordinates[1])) {
- return false; // This room can only have rooms on north of it
- }
- coordinates = Room.shift(coordinates, direction);
- if (!options.map.isFree(coordinates[0], coordinates[1])) {
- return false; // This room can only have rooms on north of it
- }
- }
- }
- return true;
- };
- RegionRandom.rulebookAfterPlaceRoom.addRule(new Rule({
- name : "After placing the southest room",
- code : runner => {
- let options = <RandomizingRoomOptions> runner.noun;
- let myCoordinates = options.map.getCoordinates(options.room);
- if (myCoordinates != undefined) {
- for (let i = 0; i < Room.DIRECTIONS.length; i++) {
- let direction = Room.DIRECTIONS[i];
- if (direction != Direction.NORTH) {
- let coordinates = Room.shift(myCoordinates, direction);
- options.map.block(coordinates[0], coordinates[1]);
- coordinates = Room.shift(coordinates, direction);
- options.map.block(coordinates[0], coordinates[1]);
- }
- }
- }
- },
- conditions : runner => {
- return runner.noun.room == southestRoom;
- }
- }))
- Thing.CarryRelation.setRelation(WorldState.player, mapOfTest);
- // Settings.setDebug(false);
- PlayBegins.rulebook.addRule(new Rule({
- name : "randomize region",
- firstPriority : Rule.PRIORITY_HIGHEST,
- code : async runner => {
- //let t0 = performance.now();
- await region.randomize();
- //let t1 = performance.now();
- }
- }));
- RegionRandom.rulebookRandomizeRegion.addRule(new Rule({
- name : "Add room A and B to region",
- firstPriority : Rule.PRIORITY_HIGHEST,
- code : async runner => {
- await RegionRandom.rulebookPlaceRoom.execute({
- noun : <RandomizingRoomOptions> {
- map : region.map,
- room : rooma,
- region : region
- }
- }).then();
- await RegionRandom.rulebookPlaceRoom.execute({
- noun : <RandomizingRoomOptions> {
- map : region.map,
- room : roomb,
- region : region
- }
- }).then();
- },
- conditions : runner => {
- return runner.noun == region;
- }
- }));
- function getPath (rooma : Room, roomb : Room) {
- console.debug("The best path from " + rooma.getPrintedName() + " to " + roomb.getPrintedName() + " is:");
- let t0, dir, t1;
- t0 = performance.now();
- dir = rooma.bestDirectionTo(roomb);
- t1 = performance.now();
- if (dir != undefined) {
- console.debug(DirectionNames[Direction[dir]]);
- } else {
- console.debug("There is no path.");
- }
- console.debug("Call to doSomething took " + (t1 - t0) + " milliseconds.");
- }
- // let t0 = performance.now();
- // for (var i = 0; i < 1; i++) {
- // getPath(rooma, roomj);
- // }
- // window['roome'] = roome;
- // let t1 = performance.now();
- // console.debug("Total: " + (t1 - t0) + " milliseconds.");
- let wanderRegion = new RegionRandom("OrcableRegion");
- wanderRegion.place(rooma, roomb);
- region.place(wanderRegion);
- // Test done with a thousand orcs searching paths and reading rooms. Total time taken: 200ms.
- // 1000 orcs, no wanderers: 130ms
- // 100 orcs, no wanderer: 13ms (so the same amount of time as not having any orcs)
- // 100 orcs, wanderer: 30ms
- // 100 orcs, no shiny picker, wanderer: 30ms
- // 100 orcs, no wanderer, no shiny picker: 13ms
- // 1000 orcs, no wanderer, no shiny picker: 51ms
- /**
- * Conclusion:
- * The test had all orcs placed in the same room, so every time ShinyPicker AI runs, all the orcs were looking at all the other orcs.
- * Game feels "instant" up to 100ms turns, which was reached at 250 orcs with JUST one PIcks Shiny and Wanderer rules.
- * With 100 EMPTY shiny rules, 250 orcs already take up 500ms per turn!
- * If the orcs fail the conditions for wanderer and shiny rules, then there is just a small overhead to having these rules there.
- * 100 Rules failing the conditions allows for 800 orcs below 100ms.
- * 50 orcs with 150 Shiny Rules which go through all the other orcs while they wander towards a region results in a 250ms wait.
- * That's not good since those numbers are similar to what end game should have, however real rules might not be as expensive as Pick Shinies with a room full of orcs..
- * Wait is bearable for 100 orcs with 800 disabled rules, so it should be "fine" to have all rules in the same rulebook.
- * First possible optimization: make AI rules have a static "check" and bake them into each NPC's rulebook so that they don't have to be checked every turn.
- * Second possible optimization: use maximum distance from player to decide which NPCs have their AIs executed (even better: only run AI for the current region).
- * Third optimization: reduce number of rules. Last resort.
- */
- let rooms = region.getRooms();
- let shuffler = new Shuffler(rooms);
- for (let i = 0; i < 0; i++) {
- AI.rules.createAndAddRule({
- name : "Pick Shinies",
- firstPriority : AIRules.PRIORITY_ACTING_ON_PLACE,
- conditions : (runner : RulebookRunner<Person>) => {
- let person = runner.noun;
- return person.AI.picksShinies;
- },
- code : (runner : RulebookRunner<Person>) => {
- let person = runner.noun;
- let room = person.getRoom();
- let visibleThings = room.getContainedAndVisibleTo(person);
- if (visibleThings.length > 0) {
- for (let i = 0; i < visibleThings.length; i++) {
- if (!visibleThings[i].fixedInPlace && visibleThings[i].getShiny()) {
- return new ActionTake(person, visibleThings[i]);
- }
- }
- }
- }
- });
- }
- let randomOrc;
- let randomOrc2;
- for (let i = 0; i < 10; i++) {
- let orc = new OrcDebugger();
- randomOrc = orc;
- if (randomOrc2 == undefined) {
- randomOrc2 = orc;
- }
- orc.AI.wanderer = true;
- orc.AI.picksShinies = true;
- orc.AI.wandersOn = wanderRegion;
- let room = new Shuffler(region.getRooms()).getOne();
- room.place(orc);
- }
- var fTarget = new ContentGroup();
- fTarget.addUnit(
- new FuckingUnit()
- .setFucked(WorldState.player)
- .setFucker(randomOrc)
- .setHole(WorldState.player.getPart(HumanoidVagina))
- .setStick(randomOrc.getPart(HumanoidPenis))
- .addMarker(FuckingState.CUM_START)
- );
- (new FuckingDescription("Specific Orc in Vagina"))
- .setDescription(new Say("Specific Orc in Vagina"))
- .addUnit()
- .setFucker(randomOrc)
- .setHole(WorldState.player.getPart(HumanoidVagina))
- .setStick(randomOrc.getPart(HumanoidPenis));
- (new FuckingDescription("Specific Orc Starts Cumming in Vagina"))
- .setDescription(new Say("Specific Orc Starts Cumming in Vagina"))
- .addUnit()
- .setFucker(randomOrc)
- .setHole(WorldState.player.getPart(HumanoidVagina))
- .addMarker(FuckingState.CUM_START)
- .setStick(randomOrc.getPart(HumanoidPenis));
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