2024-04-25 00:27:13 -04:00
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-- Copyright (c) 2024 - Ognjen 'xolatile' Milan Robovic
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--
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-- GNU General Public Licence (version 3 or later)
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2024-03-22 00:37:54 -04:00
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with core, ui, ai;
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use ai;
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package body ai is
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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2024-03-25 14:28:49 -04:00
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function actor_is_envious return boolean is begin return (actor (active).soul and envy) = envy; end actor_is_envious;
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function actor_is_glutton return boolean is begin return (actor (active).soul and gluttony) = gluttony; end actor_is_glutton;
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function actor_is_greedy return boolean is begin return (actor (active).soul and greed) = greed; end actor_is_greedy;
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function actor_is_slutty return boolean is begin return (actor (active).soul and lust) = lust; end actor_is_slutty;
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function actor_is_proud return boolean is begin return (actor (active).soul and pride) = pride; end actor_is_proud;
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function actor_is_lazy return boolean is begin return (actor (active).soul and sloth) = sloth; end actor_is_lazy;
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function actor_is_angry return boolean is begin return (actor (active).soul and wrath) = wrath; end actor_is_angry;
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function actor_is_thirsty return boolean is begin return (actor (active).mind and thirst) = thirst; end actor_is_thirsty;
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function actor_is_hungry return boolean is begin return (actor (active).mind and hunger) = hunger; end actor_is_hungry;
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function actor_is_tired return boolean is begin return (actor (active).mind and fatigue) = fatigue; end actor_is_tired;
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function actor_is_lonely return boolean is begin return (actor (active).mind and solitude) = solitude; end actor_is_lonely;
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function actor_is_healthy return boolean is begin return (actor (active).mind and health) = health; end actor_is_healthy;
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function actor_is_happy return boolean is begin return (actor (active).mind and joy) = joy; end actor_is_happy;
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function actor_is_bored return boolean is begin return (actor (active).mind and boredom) = boredom; end actor_is_bored;
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2024-03-24 09:14:54 -04:00
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------------------------------------------------------------------------------------------
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procedure action_none is begin null; end action_none;
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procedure action_walk is begin null; end action_walk;
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procedure action_talk is begin null; end action_talk;
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procedure action_find is begin null; end action_find;
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------------------------------------------------------------------------------------------
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2024-03-24 08:07:42 -04:00
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2024-03-24 11:24:00 -04:00
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procedure serialize (i : in natural) is
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begin
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--~if actor_is_bored (i) and actor_is_healthy (i) and not actor_is_hungry (i) then
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null;
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--~end if;
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end serialize;
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------------------------------------------------------------------------------------------
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procedure configure is
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begin
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core.echo (core.failure, "No AI yet folk!");
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end configure;
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------------------------------------------------------------------------------------------
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2024-03-24 07:46:56 -04:00
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procedure synchronize is
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begin
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null;
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end synchronize;
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------------------------------------------------------------------------------------------
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procedure review is
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--~width : integer := 600;
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--~height : integer := 300;
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--~offset : integer := 32;
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--~x : integer := (core.window_width - width) / 2;
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--~y : integer := (core.window_height - height) / 2;
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begin
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--~ui.draw_tiny_menu (x, y, width, height, true);
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--~for index in 1 .. actor_count
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--~loop
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2024-04-23 16:33:07 -04:00
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--~core.write ("Bot" & index'image, x + offset + 0, y * index + offset, ui.glyphs (ui.active));
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--~core.write ("T =" & actor_is_thirsty (index)'image, x + offset + 120, y * index + offset, ui.glyphs (ui.active));
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--~core.write ("H =" & actor_is_hungry (index)'image, x + offset + 240, y * index + offset, ui.glyphs (ui.active));
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--~end loop;
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null;
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end review;
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------------------------------------------------------------------------------------------
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procedure view_actor_state (index : in integer) is
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width : integer := 320;
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height : integer := 544;
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offset : integer := 32;
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x : integer := (core.window_width - width) / 2;
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y : integer := (core.window_height - height) / 2;
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begin
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ui.draw_tiny_menu (x, y, width, height, true);
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--
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active := index;
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--
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ui.write (male_name_array (actor (index).name), x + offset, y + offset);
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--
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ui.write ("Envious = " & actor_is_envious'image, x + offset, y + offset + 32);
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ui.write ("Glutton = " & actor_is_glutton'image, x + offset, y + offset + 64);
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ui.write ("Greedy = " & actor_is_greedy'image, x + offset, y + offset + 96);
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ui.write ("Slutty = " & actor_is_slutty'image, x + offset, y + offset + 128);
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ui.write ("Proud = " & actor_is_proud'image, x + offset, y + offset + 160);
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ui.write ("Lazy = " & actor_is_lazy'image, x + offset, y + offset + 192);
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ui.write ("Angry = " & actor_is_angry'image, x + offset, y + offset + 224);
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ui.write ("Thirsty = " & actor_is_thirsty'image, x + offset, y + offset + 256);
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ui.write ("Hungry = " & actor_is_hungry'image, x + offset, y + offset + 288);
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ui.write ("Tired = " & actor_is_tired'image, x + offset, y + offset + 320);
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ui.write ("Lonely = " & actor_is_lonely'image, x + offset, y + offset + 352);
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ui.write ("Healthy = " & actor_is_healthy'image, x + offset, y + offset + 384);
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ui.write ("Happy = " & actor_is_happy'image, x + offset, y + offset + 416);
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ui.write ("Bored = " & actor_is_bored'image, x + offset, y + offset + 448);
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end view_actor_state;
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------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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end ai;
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