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Turtle.js
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464 lines (443 loc) · 14.7 KB
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import AgentList from './AgentList.js'
import * as util from './utils.js'
/**
* Class Turtle instances represent the dynamic, behavioral element of modeling.
* Each turtle knows the patch it is on, and interacts with that and other
* patches, as well as other turtles. Turtles are also the end points of Links.
*
* You do not call `new Turtle()`, instead class Turtles creates Turtle instances
* via {@link Turtles#create} or {@link Turtles#createOne}
*
* I.e. class Turtles is a factory for all of it's Turtle instances.
* So *don't* do this:
*/
class Turtle {
static defaults = {
atEdge: 'wrap',
hidden: false,
z: 0,
// Set by AgentSet
agentSet: null,
model: null,
name: null,
}
static variables = {
id: null,
theta: 0,
x: 0,
y: 0,
}
constructor() {
Object.assign(this, Turtle.defaults)
}
newInstance(agentProto) {
const insstance = Object.create(agentProto)
Object.assign(insstance, Turtle.variables)
return insstance
}
/**
* Ask this turtle to "die"
* - Removes itself from the Turtles array
* - Removes itself from any Turtles breeds
* - Removes all my Links if any exist
* - Removes me from my Patch list of turtles on it
* - Set it's id to -1 to indicate to others it's gone
*/
die() {
if (this.id === -1) return
this.agentSet.removeAgent(this) // remove me from my baseSet and breeds
// Remove my links if any exist.
// Careful: don't promote links
if (this.hasOwnProperty('links')) {
while (this.links.length > 0) this.links[0].die()
}
// Remove me from patch.turtles cache if patch.turtles array exists
// if (this.patch.turtles != null) {
// util.removeArrayItem(this.patch.turtles, this)
// }
if (this.patch && this.patch.turtles)
util.removeArrayItem(this.patch.turtles, this)
// Set id to -1, indicates that I've died.
// Useful when other JS objects contain turtles. Views for example.
this.id = -1
}
isDead() {
return this.id === -1
}
/**
* Factory method: create num new turtles at this turtle's location.
*
* @param {number} [num=1] The number of new turtles to create
* @param {AgentSet} [breed=this.agentSet] The type of turtles to create,
* defaults to my type
* @param {Function} [init=turtle => {}] A function to initialize the new
* turtles, defaults to no-op
* @returns {Array} An Array of the new Turtles, generally ignored
* due to the init function
*/
hatch(num = 1, breed = this.agentSet, init = turtle => {}) {
return breed.create(num, turtle => {
// turtle.setxy(this.x, this.y)
turtle.setxy(this.x, this.y, this.z)
turtle.theta = this.theta
// // hatched turtle inherits parents' ownVariables
// for (const key of breed.ownVariables) {
// if (turtle[key] == null) turtle[key] = this[key]
// }
init(turtle)
})
}
// Getter for links for this turtle.
// Uses lazy evaluation to promote links to instance variables.
/**
* Returns an array of the Links that have this Turtle as one of the end points
* @returns {Array} An AgentList Array of my Links
*/
get links() {
// lazy promote links from getter to instance prop.
Object.defineProperty(this, 'links', {
value: new AgentList(this.model),
enumerable: true,
})
return this.links
}
/**
* Return the patch this Turtle is on. Return null if Turtle off-world.
*/
get patch() {
return this.model.patches.patch(this.x, this.y)
}
/**
* Return this Turtle's heading
*/
get heading() {
return this.model.fromRads(this.theta)
}
/**
* Sets this Turtle's heading
*/
set heading(heading) {
this.theta = this.model.toRads(heading)
}
/**
* Computes the difference between the my heading and the given heading,
* the smallest angle by which t could be rotated to produce heading.
*
* @param {Angle} heading The heading I wish to be roated to.
* @returns {Angle}
*/
subtractHeading(heading) {
// // Using rads so will work with any geometry.
// const rads1 = this.model.toRads(this.heading)
// const rads2 = this.model.toRads(heading)
// const diff = util.subtractRadians(rads2, rads1)
// return this.model.fromRads(diff)
return util.subtractHeadings(heading, this.heading)
}
/**
* Set Turtles x, y position. If z given, override default z of 0.
*
* @param {number} x Turtle's x coord, a Float in patch space
* @param {number} y Turtle's Y coord, a Float in patch space
* @param {number|undefined} [z=undefined] Turtle's Z coord if given
*/
setxy(x, y, z = undefined) {
const p0 = this.patch
this.x = x
this.y = y
if (z != null) this.z = z
this.checkXYZ(p0)
}
checkXYZ(p0) {
this.checkEdge()
this.checkPatch(p0)
}
checkEdge() {
const { x, y, z } = this
// if (!(this.model.world.isOnWorld(x, y, z) || this.atEdge === 'OK')) {
if (!this.model.world.isOnWorld(x, y, z) && this.atEdge !== 'OK') {
this.handleEdge(x, y, z)
}
}
checkPatch(p0) {
const p = this.patch
// both can be null
if (p != p0) {
if (p0 && p0.turtles) util.removeArrayItem(p0.turtles, this)
if (p && p.turtles) p.turtles.push(this)
}
}
/**
* Handle turtle x,y,z if turtle off-world.
* Uses the Turtle's atEdge property to determine how to manage the Turtle.
* Defaults to 'wrap', wrapping the x,y,z to the opposite edge.
*
* atEdge can be:
* - 'die'
* - 'wrap'
* - 'bounce'
* - 'clamp'
* - 'random'
* - a function called with the Turtle as it's argument
*
* @param {number} x Turtle's x coord
* @param {number} y Turtle's y coord
* @param {number|undefined} [z=undefined] Turtle's z coord if not undefined
*/
handleEdge(x, y, z = undefined) {
let atEdge = this.atEdge
if (util.isString(atEdge)) {
const { minXcor, maxXcor, minYcor, maxYcor, minZcor, maxZcor } =
this.model.world
if (atEdge === 'wrap') {
this.x = util.wrap(x, minXcor, maxXcor)
this.y = util.wrap(y, minYcor, maxYcor)
if (z != null) this.z = util.wrap(z, minZcor, maxZcor)
} else if (atEdge === 'die') {
this.die()
} else if (atEdge === 'random') {
this.setxy(...this.model.world.randomPoint())
} else if (atEdge === 'clamp' || atEdge === 'bounce') {
this.x = util.clamp(x, minXcor, maxXcor)
this.y = util.clamp(y, minYcor, maxYcor)
if (z != null) this.z = util.clamp(z, minZcor, maxZcor)
if (atEdge === 'bounce') {
if (this.x === minXcor || this.x === maxXcor) {
this.theta = Math.PI - this.theta
} else if (this.y === minYcor || this.y === maxYcor) {
this.theta = -this.theta
} else if (this.z === minZcor || this.z === maxZcor) {
if (this.pitch) {
this.pitch = -this.pitch
} else {
this.z = util.wrap(z, minZcor, maxZcor)
}
}
}
} else {
throw Error(`turtle.handleEdge: bad atEdge: ${atEdge}`)
}
} else {
this.atEdge(this)
}
}
/**
* Place the turtle at the given patch/turtle location
*
* @param {Patch|Turtle} agent A Patch or Turtle who's location is used
*/
moveTo(agent) {
// this.setxy(agent.x, agent.y)
this.setxy(agent.x, agent.y, agent.z)
}
/**
* Move forward, along the Turtle's heading d units in Patch coordinates
*
* @param {number} d The distance to move
*/
forward(d) {
this.setxy(
this.x + d * Math.cos(this.theta),
this.y + d * Math.sin(this.theta)
)
}
/**
* Change Turtle's heading by angle
*
* @param {number} angle The angle to rotate by
*/
rotate(angle) {
angle = this.model.toCCW(angle)
this.heading += angle
}
/**
* Turn Turtle right by angle
*
* @param {number} angle The angle to rotate by
*/
right(angle) {
this.rotate(-angle)
}
/**
* Turn Turtle left by angle
*
* @param {number} angle The angle to rotate by
*/
left(angle) {
this.rotate(angle)
}
/**
* Turn turtle so at to be facing the given Turtle or Patch
*
* @param {Patch|Turtle} agent The agent to face towards
*/
face(agent) {
// this.theta = this.towards(agent)
this.heading = this.towards(agent)
}
/**
* Turn turtle so at to be facing the given x, y patch coordinate
*
* @param {number} x The x coordinate
* @param {number} y The y coordinate
*/
facexy(x, y) {
// this.theta = this.towardsXY(x, y)
this.heading = this.towardsXY(x, y)
}
/**
* Return the patch ahead of this turtle by distance.
* Return undefined if the distance puts the patch off-world
* @param {number} distance The distance ahead
* @returns {Patch|undefined} The patch at the distance ahead of this Turtle
*/
patchAhead(distance) {
return this.patchAtHeadingAndDistance(this.heading, distance)
}
/**
* Return the patch angle to the right and ahead by distance
* Return undefined if the distance puts the patch off-world
* @param {number} angle The angle to the right
* @param {number} distance The distance ahead
* @returns {Patch|undefined} The patch found, or undefined if off-world
*/
patchRightAndAhead(angle, distance) {
// if (this.model.geometry === 'heading') angle = -angle
angle = this.model.toCCW(angle)
return this.patchAtHeadingAndDistance(this.heading - angle, distance)
}
/**
* Return the patch angle to the left and ahead by distance
* Return undefined if the distance puts the patch off-world
* @param {number} angle The angle to the left
* @param {number} distance The distance ahead
* @returns {Patch|undefined} The patch found, or undefined if off-world
*/
patchLeftAndAhead(angle, distance) {
return this.patchRightAndAhead(-angle, distance)
}
/**
* Can I move forward by distance and not be off-world?
* @param {number} distance The distance ahead
* @returns {Boolean} True if moving forward by distance is on-world
*/
canMove(distance) {
return this.patchAhead(distance) != null
}
/**
* Distance from this turtle to x, y
* No off-world test done.
*
* 2.5D: use z too if both z & this.z exist.
* @param {number} x
* @param {number} y
* @param {number|undefined} [z=null]
* @returns {number} distance in patch coordinates.
*/
distanceXY(x, y, z = null) {
const useZ = z != null && this.z != null
return useZ
? util.distance3(this.x, this.y, this.z, x, y, z)
: util.distance(this.x, this.y, x, y)
}
/**
* Return distance from me to the Patch or Turtle
*
* 2.5D: use z too if both agent.z and this.z exist
* @param {Patch|Turtle} agent
* @returns {number} distance in patch coordinates.
*/
distance(agent) {
const { x, y, z } = agent
return this.distanceXY(x, y, z)
}
/**
* A property for the x-increment if the turtle were to take one step
* forward in its current heading.
* @readonly
*/
get dx() {
return Math.cos(this.theta)
}
/**
* A property for the y-increment if the turtle were to take one step
* forward in its current heading.
* @readonly
*/
get dy() {
return Math.sin(this.theta)
}
/**
* Return the heading towards the Patch or Turtle given.
* @param {Patch|Turtle} agent The agent who's angle from this Turtle we use
* @returns {number} The angle towards the agent
*/
towards(agent) {
return this.towardsXY(agent.x, agent.y)
}
/**
* Return the heading towards the given x,y coordinates.
* @param {number} x The x coordinarte
* @param {number} y The y coordinarte
* @returns {number} The angle towards x,y
*/
towardsXY(x, y) {
// return util.radiansTowardXY(this.x, this.y, x, y)
let rads = util.radiansTowardXY(this.x, this.y, x, y)
// rads = this.model.toCCW(rads)
return this.model.fromRads(rads)
}
/**
* The patch at dx, dy from my current position.
* Return undefined if off-world
* @param {number} dx The delta x ahead
* @param {number} dy The delta y ahead
* @returns {Patch|undefined} The patch dx, dy ahead; undefined if off-world
*/
patchAt(dx, dy) {
return this.model.patches.patch(this.x + dx, this.y + dy)
}
/**
* Return the patch at the absolute, not relative heading and distance
* from this turtle. Return undefined if off-world
*
* Use the Left/Right versions for relative heading.
* @param {number} heading The absolute angle from this turtle
* @param {number} distance The distance ahead
* @returns {Patch|undefined} The Patch, or undefined if off-world
*/
patchAtHeadingAndDistance(heading, distance) {
return this.model.patches.patchAtHeadingAndDistance(
this,
heading,
distance
)
}
/**
* Return the other end of this link from me. Link must include me!
*
* See links property for all my links, if any.
* @param {Link} l
* @returns {Turtle} The other turtle making this Link
*/
otherEnd(l) {
return l.end0 === this ? l.end1 : l.end0
}
// Return all turtles linked to me
/**
* Return all turtles linked to me. Basically me.otherEnd of all my links.
* @returns {Array} All the turtles linked to me
*/
linkNeighbors() {
return this.links.map(l => this.otherEnd(l))
}
/**
* Is the given Turtle linked to me?
* @param {Turtle} t
* @returns {Boolean}
*/
isLinkNeighbor(t) {
return t in this.linkNeighbors()
}
}
export default Turtle