it.unibo.alchemist.model.cognitive.actions.CognitiveAgentObstacleAvoidance.kt Maven / Gradle / Ivy
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Abstraction for group of pedestrians capable of influence each other emotionally.
/*
* Copyright (C) 2010-2023, Danilo Pianini and contributors
* listed, for each module, in the respective subproject's build.gradle.kts file.
*
* This file is part of Alchemist, and is distributed under the terms of the
* GNU General Public License, with a linking exception,
* as described in the file LICENSE in the Alchemist distribution's top directory.
*/
package it.unibo.alchemist.model.cognitive.actions
import it.unibo.alchemist.model.Node
import it.unibo.alchemist.model.Reaction
import it.unibo.alchemist.model.cognitive.PedestrianProperty
import it.unibo.alchemist.model.cognitive.reactions.SteeringBehavior
import it.unibo.alchemist.model.environments.Environment2DWithObstacles
import it.unibo.alchemist.model.geometry.Euclidean2DTransformation
import it.unibo.alchemist.model.positions.Euclidean2DPosition
import kotlin.reflect.jvm.jvmName
/**
* Move the agent avoiding potential obstacles in its path.
*
* @param environment
* the environment inside which the node moves.
* @param reaction
* the reaction which executes this action.
* @param pedestrian
* the owner of this action.
* @param proximityRange
* the distance at which an obstacle is perceived by the node.
*/
class CognitiveAgentObstacleAvoidance, T>(
private val environment: Environment2DWithObstacles,
override val reaction: SteeringBehavior,
override val pedestrian: PedestrianProperty,
private val proximityRange: Double,
) : AbstractSteeringAction(environment, reaction, pedestrian) {
override fun cloneAction(node: Node, reaction: Reaction): CognitiveAgentObstacleAvoidance {
check(reaction is SteeringBehavior) {
"steering behavior needed but found ${this.reaction::class.run { simpleName ?: jvmName } }"
}
return CognitiveAgentObstacleAvoidance(environment, reaction, node.pedestrianProperty, proximityRange)
}
override fun nextPosition(): Euclidean2DPosition = target().let { target ->
environment.getObstaclesInRange(currentPosition, proximityRange)
.asSequence()
.map { obstacle: W ->
obstacle.nearestIntersection(currentPosition, target) to obstacle.bounds2D
}
.minByOrNull { (intersection, _) -> currentPosition.distanceTo(intersection) }
?.let { (intersection, bound) -> intersection to environment.makePosition(bound.centerX, bound.centerY) }
?.let { (intersection, center) -> (intersection - center).coerceAtMost(maxWalk) }
/*
* Otherwise we just don't apply any repulsion force.
*/
?: environment.origin
}
/**
* Computes the target of the node, delegating to [reaction].steerStrategy.computeTarget.
*/
private fun target(): Euclidean2DPosition = with(reaction) {
steerStrategy.computeTarget(steerActions().filterNot { it is CognitiveAgentObstacleAvoidance<*, *> })
}
}