游戏人工智能-状态驱动智能体设计-MinerAndhisWifeWithMessage

 以下代码改编自《游戏人工智能编程案例精粹(修订版)》([美]Mat buckland,人民邮电出版社,2012)。将其C++代码改为javascript实现

<!DOCTYPE html>
<html>
<head>
<script src="https://apps.bdimg.com/libs/jquery/2.1.4/jquery.min.js"></script>
<script src="myMinerAndhisWifeWithMessage.js"></script>
<style>
#screen{
text-align:left;
}
.Bob{
background-color:white;
}
.Elsa{
background-color:darkcyan;
}
.Message{
background-color:yellow;
}
</style>
</head>
<body>
<div id='screen'></div>
</body>
</html>
//myMinerAndhisWifeWithMessage.js
$(document).ready(function () {
	/*
	Message={
	sender:0,
	receiver:0,
	msg:0,
	DisptchTime:0,
	}
	 */
	var MessageDispatcher = {
		Message: [],
		DisCharge: function (msg) { //发送消息
			if (!msg.receiver.FSM.HandleMessage(msg)) {
				View.View("Message:Not handled");
			}
		},
		DispatchMessage: function (delay, msg) {
			var currentTime = (new Date()).getTime();
			msg.DisptchTime = currentTime;
			if (delay <= 0.0) {
				View.View("Message:Instant telegram dispatched at time:" + currentTime);
				View.View("Message:from " + msg.sender.name);
				View.View("Message:to " + msg.receiver.name);
				View.View("Message:" + msg.msg);
				this.DisCharge(msg);
			} else {
				msg.DisptchTime = (new Date()).getTime()
				View.View("Message:Delayed telegram  at time:" + msg.DisptchTime);
				View.View("Message:from " + msg.sender.name);
				View.View("Message:to " + msg.receiver.name);
				View.View("Message:" + msg.msg);
				msg.DisptchTime = parseInt(msg.DisptchTime) + delay;
				this.Message.push(msg);
				this.Message.sort(function (a, b) {
					return a.DisptchTime - b.DisptchTime;
				});
			}
		},
		DispatchDelayedMessages: function () {
			var currentTime = (new Date()).getTime();
			while (MessageDispatcher.Message.length > 0 && MessageDispatcher.Message[0].DisptchTime < currentTime && MessageDispatcher.Message[0].DisptchTime < currentTime > 0) {
				MessageDispatcher.DisCharge(MessageDispatcher.Message[0]);
				MessageDispatcher.Message.shift();
			}
		},
	};
	var StateMachine = {
		m_PreviousState: {
			name: "p",
			Enter: function () {},
			Exit: function () {},
			Update: function (e) {},
			HandleMessage: function (msg) {
				return false;
			},
		},
		m_CurrentState: {
			name: "C",
			Enter: function () {},
			Exit: function () {},
			Update: function (e) {},
			HandleMessage: function (msg) {
				return false;
			},
		},
		m_GlobalState: {
			name: "G",
			Enter: function () {},
			Exit: function () {},
			Update: function (e) {},
			HandleMessage: function (msg) {
				return false;
			},
		},
		Update: function (e) {
			if (this.m_GlobalState != null)
				this.m_GlobalState.Update(e);
			if (this.m_CurrentState != null)
				this.m_CurrentState.Update(e);
		},
		SetGlobalState: function (s) {
			this.m_GlobalState = s;
		},
		SetCurrentState: function (s) {
			this.m_CurrentState = s;
		},
		SetPreviousState: function (s) {
			this.m_PreviousState = s;
		},
		ChangeState: function (s) {
			document.title = s.name;
			this.m_PreviousState = this.m_CurrentState;
			this.m_CurrentState.Exit();
			this.m_CurrentState = s;
			this.m_CurrentState.Enter();
		},
		RevertToPreviousState: function () {
			this.ChangeState(this.m_PreviousState);
		},
		HandleMessage: function (msg) {
			if (this.m_CurrentState && this.m_CurrentState.HandleMessage(msg)) {
				return true;
			}
			if (typeof this.m_GlobalState.HandleMessage != "function") {
				console.log(this.m_GlobalState.HandleMessage);
				console.log(this.m_GlobalState.name);
			}
			if (this.m_GlobalState && this.m_GlobalState.HandleMessage(msg)) {
				return true;
			}
			return false;
		},
	};
	var View = {
		View: function (s) {
			var html = $("#screen").html();
			var id = 'Bob';
			switch (s.charAt(0)) {
			case "B":
				id = "Bob";
				break;
			case "E":
				id = "Elsa";
				break;
			case "M":
				id = "Message";
				break;
			};
			html += "<div class='" + id + "'> " + s + "</div>";
			$("#screen").html(html);
		},
	};
	var Controller = {
		timer: null,
		Init: function () {
			$("body").click(function () {
				clearInterval(Controller.timer);
			});
		},
	};
	var Miner = {
		name: "Bob",
		state: "",
		Location: "",
		m_iGoldCarried: 0, //矿工的包中装了多少的金块
		m_iMoneyInBank: 0, //矿工在银行存了多少钱
		m_iThirst: 0, //值越高,矿工越口渴
		m_iFatigue: 0, //值越高,矿工越劳累

		ComfortLevel: 5,
		MaxNuggets: 3,
		ThirstLevel: 5,
		TirednessThreshold: 5,

		AddToGoldCarried: function (v) {
			this.m_iGoldCarried += v;
			if (this.m_iGoldCarried < 0)
				this.m_iGoldCarried = 0;
		},
		AddToWealth: function (v) {
			this.m_iMoneyInBank += v;
			if (this.m_iMoneyInBank < 0)
				this.m_iMoneyInBank = 0;
		},
		Thirsty: function () {
			if (this.m_iThirst >= this.ThirstLevel) {
				return true;
			}

			return false;
		},
		GoldCarried: function () {
			return this.m_iGoldCarried;
		},
		SetGoldCarried: function (v) {
			this.m_iGoldCarried = v;
		},
		PocketsFull: function () {
			return this.m_iGoldCarried >= this.MaxNuggets;
		},

		Fatigued: function () {
			if (this.m_iFatigue > this.TirednessThreshold) {
				return true;
			}

			return false;
		},
		DecreaseFatigue: function () {
			this.m_iFatigue -= 0.2;
		},
		IncreaseFatigue: function () {
			this.m_iFatigue += 1;
		},

		Wealth: function () {
			return this.m_iMoneyInBank;
		},
		SetWealth: function (v) {
			this.m_iMoneyInBank = v;
		},

		BuyAndDrinkAWhiskey: function () {
			this.m_iThirst = 0;
			this.m_iMoneyInBank -= 2;
		},
		//
		Update: function () {
			this.m_iThirst += 1;
			this.FSM.Update();
		},
		FSM: null,
	};

	var EnterMineAndDigForNuggetState = {
		name: "EnterMineAndDigForNuggetState",
		Enter: function () {
			if (Miner.Location != "goldmine") {
				View.View(Miner.name + ":Walkin' to the goldmine");
				Miner.Location = "goldmine";
			}
		},
		Exit: function () {
			View.View(Miner.name + ":Ah'm leavin' the gold mine with mah pockets full o' sweet gold");

		},
		Update: function () {
			Miner.AddToGoldCarried(1);
			Miner.IncreaseFatigue();
			View.View(Miner.name + ":Pickin' up a nugget.");

			if (Miner.PocketsFull()) {
				Miner.FSM.ChangeState(VistBankAndDepositGoldState);
			} else if (Miner.Thirsty()) {
				Miner.FSM.ChangeState(QuenchThirstState);
			}
		},
		HandleMessage: function (msg) {
			return false;
		},
	};
	var VistBankAndDepositGoldState = {
		name: "VistBankAndDepositGoldState",
		Enter: function () {
			if (Miner.Location != "bank") {
				View.View(Miner.name + ":Goin' to the bank. Yes siree");
				Miner.Location = "bank";
			}
		},
		Exit: function () {
			View.View(Miner.name + ":Leavin' the bank");
		},
		Update: function () {
			Miner.AddToWealth(Miner.GoldCarried());
			View.View(Miner.name + ":Depositing gold. Total savings now");
			//wealthy enough to have a well earned rest?
			if (Miner.Wealth() >= Miner.ComfortLevel) {
				View.View(Miner.name + ":WooHoo! Rich enough for now. Back home to mah li'lle lady");
				Miner.FSM.ChangeState(GoHomeAndSleepTilRestedState);
			} else {
				Miner.FSM.ChangeState(EnterMineAndDigForNuggetState);
			}
		},
		HandleMessage: function (msg) {
			return false;
		},
		HandleMessage: function (msg) {
			return false;
		},
	};
	var GoHomeAndSleepTilRestedState = {
		name: "GoHomeAndSleepTilRestedState",
		Enter: function () {
			if (Miner.Location != "shack") {
				View.View(Miner.name + ":Walkin' home");
				Miner.Location = "shack";
				MessageDispatcher.DispatchMessage(-10, {
					sender: Miner,
					receiver: Wife,
					msg: "HiHoneyImHome"
				});
			}
		},
		Exit: function () {
			View.View(Miner.name + ":Leaving the house");
		},
		Update: function () {
			if (Miner.Fatigued()) {
				Miner.DecreaseFatigue();
				View.View(Miner.name + ":ZZZZ... ");

			} else {
				View.View(Miner.name + ":What a God darn fantastic nap! Time to find more gold");
				Miner.FSM.ChangeState(EnterMineAndDigForNuggetState);
			}
		},
		HandleMessage: function (msg) {
			if (msg.msg == "StewReady") {
				View.View("Message:Message handled by " + Miner.name + " at " + (new Date()).toTimeString());
				View.View(Miner.name + ":Okay Hun, ahm a comin'! ");
				Miner.FSM.ChangeState(EatStewState);
				return true;
			}
			return false;
		},
	};
	var QuenchThirstState = {
		name: "QuenchThirstState",
		Enter: function () {
			if (Miner.Location != "saloon") {
				View.View(Miner.name + ":Boy, ah sure is thusty! Walking to the saloon");
				Miner.Location = "saloon";
			}
		},
		Exit: function () {
			View.View(Miner.name + ":Leaving the saloon, feelin' good");
		},
		Update: function () {
			if (Miner.Thirsty()) {

				View.View(Miner.name + ":That's mighty fine sippin liquer");
				Miner.FSM.ChangeState(EnterMineAndDigForNuggetState); ;
			} else {
				View.View("\nERROR!\nERROR!\nERROR!");
			}
		},
		HandleMessage: function (msg) {
			return false;
		},
	};
	var EatStewState = {
		name: "EatStewState",
		Enter: function () {
			View.View(Miner.name + ":Smells Reaaal goood Elsa!");
		},
		Exit: function () {
			View.View(Miner.name + ":Thankya li'lle lady. Ah better get back to whatever ah wuz doin'");
		},
		Update: function () {
			View.View(Miner.name + ":Tastes real good too!");
			Miner.FSM.RevertToPreviousState();
		},
		HandleMessage: function (msg) {
			return false;
		},

	};
	//
	var Wife = {
		name: "Elsa",
		state: "",
		Location: "",
		_cooking: false,
		Update: function () {

			this.FSM.Update();
		},
		Cooking: function () {
			return this._cooking;
		},
		SetCooking: function (b) {
			this._cooking = b;
		},
		FSM: {},
	};
	var WifeGlobalState = {
		name: "WifeGlobalState",
		Enter: function () {},
		Exit: function () {},
		Update: function () {
			if (Math.floor(Math.random() + 5.5) < 2) {
				Wife.FSM.ChangeState(VisitBathroomState);
			}
		},
		HandleMessage: function (msg) {
			if (msg.msg == "HiHoneyImHome") {
				View.View("Message:Message handled by " + Wife.name + " at " + (new Date()).toTimeString());
				View.View(Wife.name + ": Hi honey. Let me make you some of mah fine country stew");
				Wife.FSM.ChangeState(CookStewState);
				return true;
			}
			return false;
		},
	};
	var DoHouseWorkState = {
		name: "DoHouseWorkState",
		Enter: function () {},
		Exit: function () {},
		Update: function () {
			switch (Math.floor((Math.random() * 2))) {
			case 0:
				View.View(Wife.name + ":Moppin ' the floor");
				break;
			case 1:
				View.View(Wife.name + ":Washin' the dishes ");
				break;
			case 2:
				View.View(Wife.name + ":Makin' the bed");
				break;
			}
		},
		HandleMessage: function (msg) {
			return false;
		},
	};
	var VisitBathroomState = {
		name: "VisitBathroomState",
		Enter: function () {
			View.View(Wife.name + ":Walkin' to the can. Need to powda mah pretty li'lle nose");
		},
		Exit: function () {
			View.View(Wife.name + ":Leavin' the Jon");
		},
		Update: function () {
			View.View(Wife.name + ": Ahhhhhh! Sweet relief!");
		},
		HandleMessage: function (msg) {
			return false;
		},
	};
	var CookStewState = {
		name: "CookStewState",
		Enter: function () {
			if (!Wife.Cooking()) {

				View.View(Wife.name + ": Putting the stew in the oven");
				MessageDispatcher.DispatchMessage(1500, {
					sender: Wife,
					receiver: Wife,
					msg: "StewReady"
				});
				Wife.SetCooking(true);
			}

		},
		Exit: function () {
			View.View(Wife.name + ":Puttin' the stew on the table");
		},
		Update: function () {
			View.View(Wife.name + ":Fussin' over food");
		},
		HandleMessage: function (msg) {
			if (msg.msg == "StewReady") {
				View.View("Message:Message handled by " + Wife.name + " at " + (new Date()).toTimeString());
				View.View(Wife.name + ":StewReady! Lets eat");
				MessageDispatcher.DispatchMessage(-10, {
					sender: Wife,
					receiver: Miner,
					msg: "StewReady"
				});
				Wife.SetCooking(false);
				Wife.FSM.ChangeState(DoHouseWorkState);
				return true;
			}
			return false;
		},
	};
	//
	Miner.FSM = StateMachine;
	$.extend(Wife.FSM, StateMachine);

	Miner.FSM.ChangeState(EnterMineAndDigForNuggetState);

	Wife.FSM.SetGlobalState(WifeGlobalState);
	Wife.FSM.ChangeState(DoHouseWorkState);
	Controller.Init();
	Controller.timer = setInterval(function () {
			Miner.Update();
			Wife.Update();
			MessageDispatcher.DispatchDelayedMessages();
		}, 800);
});

 

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