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https://github.com/lubosz/overte.git
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cleanup
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parent
b16822ed8a
commit
99bc47867a
2 changed files with 147 additions and 142 deletions
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@ -127,9 +127,15 @@ var target = Entities.addEntity(targetProperties);
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function addRat() {
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var rat = Entities.addEntity(modelRatProperties);
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return rat
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return rat;
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}
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//every sixth rat will play a sound
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var RAT_SOUND_RATE = 6;
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//spawn rate will be multiplied by this to clear any sounds hanging around
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var RAT_SOUND_CLEAR_RATE = 3;
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var rats = [];
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var metaRats = [];
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var ratCount = 0;
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@ -257,11 +263,11 @@ function createRatSoundInjector() {
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var audioOptions = {
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volume: 0.05,
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loop: false
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}
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};
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var injector = Audio.playSound(ratRunningSound, audioOptions);
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return injector
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return injector;
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}
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function moveRats() {
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@ -270,8 +276,6 @@ function moveRats() {
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//remove the rat if its near the nest
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checkDistanceFromNest(rat);
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//otherwise figure out where to send it
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//see if there are avatars to run from
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var avatarFlightVectors = steer.fleeAllAvatars(rat);
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var averageAvatarFlight;
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@ -280,7 +284,7 @@ function moveRats() {
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if (i === 0) {
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averageAvatarFlight = avatarFlightVectors[0];
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} else {
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averageAvatarFlight = Vec3.sum(avatarFlightVectors[i - 1], avatarFlightVectors[i])
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averageAvatarFlight = Vec3.sum(avatarFlightVectors[i - 1], avatarFlightVectors[i]);
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}
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}
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averageAvatarFlight = Vec3.multiply(averageAvatarFlight, 1 / avatarFlightVectors.length);
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@ -325,12 +329,12 @@ function moveRats() {
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var eulerAngle = Quat.safeEulerAngles(ratRotation);
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eulerAngle.x = 0;
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eulerAngle.z = 0;
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var constrainedRotation = Quat.fromVec3Degrees(eulerAngle)
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var constrainedRotation = Quat.fromVec3Degrees(eulerAngle);
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Entities.editEntity(rat, {
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velocity: averageVector,
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rotation: constrainedRotation,
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})
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});
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//have to make a 'meta' rat object to keep track of rats for updating sound injector locations. parenting sounds would make this easy.
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var metaRat = getMetaRatByRat(rat);
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@ -452,23 +456,23 @@ var ratSpawnerInterval;
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if (USE_CONSTANT_SPAWNER === true) {
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ratSpawnerInterval = Script.setInterval(function() {
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var rat = addRat();
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playRatRunningAnimation(rat);
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rats.push(rat);
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ratCount++;
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if (ratCount % 6 === 0) {
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var metaRat = {
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rat: rat,
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injector: createRatSoundInjector()
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}
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metaRats.push(metaRat);
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var rat = addRat();
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playRatRunningAnimation(rat);
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rats.push(rat);
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ratCount++;
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if (ratCount % RAT_SOUND_RATE === 0) {
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var metaRat = {
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rat: rat,
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injector: createRatSoundInjector()
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}
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metaRats.push(metaRat);
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Script.setTimeout(function() {
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//if we have too many injectors hanging around there are problems
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metaRat.injector.stop();
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delete metaRat.injector;
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}, RAT_SPAWN_RATE * 3);
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}
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Script.setTimeout(function() {
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//if we have too many injectors hanging around there are problems
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metaRat.injector.stop();
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delete metaRat.injector;
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}, RAT_SPAWN_RATE * RAT_SOUND_CLEAR_RATE;
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}
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}, RAT_SPAWN_RATE);
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}
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}, RAT_SPAWN_RATE);
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}
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@ -11,171 +11,172 @@
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//
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function flee(thisEntity, target) {
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var targetPosition = Entities.getEntityProperties(target, "position").position;
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var MAX_SPEED = 1;
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var MAX_FORCE = 1;
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var targetPosition = Entities.getEntityProperties(target, "position").position;
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var MAX_SPEED = 1;
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var MAX_FORCE = 1;
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var FLEE_RANGE = 2;
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var desired = Vec3.subtract(location, targetPosition);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < FLEE_RANGE) {
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var steer = Vec3.subtract(desired, velocity);
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var desired = Vec3.subtract(location, targetPosition);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < 2) {
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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return steer;
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} else {
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// print('target too far away to flee' + d);
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return
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}
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return steer;
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} else {
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// print('target too far away to flee' + d);
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return
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}
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}
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function fleeAllAvatars(thisEntity) {
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//print('FLEE AVATARS');
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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//print('FLEE AVATARS');
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var nearbyEntities = Entities.findEntities(location, 3);
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var flightVectors = [];
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for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
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var entityID = nearbyEntities[entityIndex];
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var entityProps = Entities.getEntityProperties(entityID);
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if (entityProps.name === 'Hifi-Avatar-Detector') {
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//print('found an avatar to flee')
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var nearbyEntities = Entities.findEntities(location, 3);
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var flightVectors = [];
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for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
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var entityID = nearbyEntities[entityIndex];
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var entityProps = Entities.getEntityProperties(entityID);
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if (entityProps.name === 'Hifi-Avatar-Detector') {
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//print('found an avatar to flee')
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var MAX_SPEED = 8;
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var MAX_FORCE = 8;
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var MAX_SPEED = 8;
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var MAX_FORCE = 8;
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var FLEE_AVATAR_RANGE = 3;
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var desired = Vec3.subtract(location, entityProps.position);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < FLEE_AVATAR_RANGE) {
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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flightVectors.push(steer);
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} else {
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// print('target too far away from this avatar to flee' + d);
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}
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}
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var desired = Vec3.subtract(location, entityProps.position);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < 3) {
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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flightVectors.push(steer);
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} else {
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// print('target too far away from this avatar to flee' + d);
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}
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}
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}
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return flightVectors;
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return flightVectors;
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}
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function fleeAvoiderBlocks(thisEntity) {
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// print('FLEE AVOIDER BLOCKS');
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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// print('FLEE AVOIDER BLOCKS');
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var nearbyEntities = Entities.findEntities(location, 2);
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var flightVectors = [];
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for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
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var entityID = nearbyEntities[entityIndex];
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var entityProps = Entities.getEntityProperties(entityID);
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if (entityProps.name === 'Hifi-Rat-Avoider') {
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// print('found an avoiderblock to flee');
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var MAX_SPEED = 11;
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var MAX_FORCE = 6;
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var nearbyEntities = Entities.findEntities(location, 2);
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var flightVectors = [];
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for (var entityIndex = 0; entityIndex < nearbyEntities.length; entityIndex++) {
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var entityID = nearbyEntities[entityIndex];
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var entityProps = Entities.getEntityProperties(entityID);
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if (entityProps.name === 'Hifi-Rat-Avoider') {
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// print('found an avoiderblock to flee');
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var MAX_SPEED = 11;
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var MAX_FORCE = 6;
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var FLEE_AVOIDER_RANGE = 5;
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var desired = Vec3.subtract(location, entityProps.position);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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var desired = Vec3.subtract(location, entityProps.position);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < 5) {
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE)
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flightVectors.push(steer);
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} else {
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//print('target too far away from this avoider to flee' + d);
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}
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if (d < FLEE_AVOIDER_RANGE) {
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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flightVectors.push(steer);
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} else {
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//print('target too far away from this avoider to flee' + d);
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}
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}
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}
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}
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return flightVectors;
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return flightVectors;
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}
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function arrive(thisEntity, target) {
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var targetPosition = Entities.getEntityProperties(target, "position").position;
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var MAX_SPEED = 10;
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var MAX_FORCE = 6;
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var ARRIVAL_DISTANCE = 2;
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var targetPosition = Entities.getEntityProperties(target, "position").position;
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var properties = Entities.getEntityProperties(thisEntity, ["position", "velocity"]);
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var location = properties.position;
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var velocity = properties.velocity;
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var MAX_SPEED = 10;
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var MAX_FORCE = 6;
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var ARRIVAL_DISTANCE = 2;
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var desired = Vec3.subtract(targetPosition, location);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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var desired = Vec3.subtract(targetPosition, location);
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var d = Vec3.length(desired);
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desired = Vec3.normalize(desired);
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if (d < ARRIVAL_DISTANCE) {
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var m = scale(d, 0, ARRIVAL_DISTANCE, 0, MAX_SPEED);
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} else {
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desired = Vec3.multiply(MAX_SPEED, desired);
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if (d < ARRIVAL_DISTANCE) {
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var m = scale(d, 0, ARRIVAL_DISTANCE, 0, MAX_SPEED);
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} else {
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desired = Vec3.multiply(MAX_SPEED, desired);
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}
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}
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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var steer = Vec3.subtract(desired, velocity);
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var steerVector = new V3(desired.x, 0, desired.z);
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steer = steerVector.limit(MAX_FORCE);
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return steer;
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return steer;
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}
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function V3(x, y, z) {
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this.x = x;
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this.y = y;
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this.z = z;
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return
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this.x = x;
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this.y = y;
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this.z = z;
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return
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}
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V3.prototype.length = function() {
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
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};
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V3.prototype.limit = function(s) {
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var len = this.length();
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var len = this.length();
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if (len > s && len > 0) {
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this.scale(s / len);
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}
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if (len > s && len > 0) {
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this.scale(s / len);
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}
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return this;
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return this;
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};
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V3.prototype.scale = function(f) {
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this.x *= f;
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this.y *= f;
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this.z *= f;
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return this;
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this.x *= f;
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this.y *= f;
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this.z *= f;
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return this;
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};
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var v3 = new V3();
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var scale = function(value, min1, max1, min2, max2) {
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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return min2 + (max2 - min2) * ((value - min1) / (max1 - min1));
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}
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loadSteer = function() {
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return {
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flee: flee,
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fleeAllAvatars: fleeAllAvatars,
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fleeAvoiderBlocks: fleeAvoiderBlocks,
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arrive: arrive
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}
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return {
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flee: flee,
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fleeAllAvatars: fleeAllAvatars,
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fleeAvoiderBlocks: fleeAvoiderBlocks,
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arrive: arrive
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};
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}
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