/
flwm.go
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/
flwm.go
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/*
This file is part of GoABM
Copyright 2013 by Remo Hertig <remo.hertig@bluewin.ch>
*/
package goabm
import "fmt"
import "math/rand"
import "time"
import qt "github.com/larspensjo/quadtree"
import vector "github.com/proxypoke/vector"
// 2d landscape with movement
type FixedLandscapeWithMovement struct {
Agents []FLWMAgent // library agent object, implements neighbor selection etc.
UserAgents []Agenter // agents from the user
Size int
Sight float64
NAgents int
tree *qt.Quadtree
rand *rand.Rand
}
type FLWMAgenter interface {
GetRandomNeighbor() Agenter
MoveRandomly(float64)
Id() AgentID
}
type FLWMAgent struct {
*GenericAgent
Seqnr AgentID `json:"index"`
X float64 `json:"x"`
Y float64 `json:"y"`
ls *FixedLandscapeWithMovement `json:"-"`
qt.Handle `json:"-"`
//exe Agenter
}
func (a *FLWMAgent) Id() AgentID {
return a.Seqnr
}
func (l *FixedLandscapeWithMovement) Dump() NetworkDump {
// dump as a network
nodes := l.UserAgents
var links []Link
for _, a := range l.Agents {
tmp := a.ls.tree.FindNearObjects(qt.Twof{a.X, a.Y}, a.ls.Sight)
for _, v := range tmp {
if v.(*FLWMAgent).Seqnr != a.Seqnr {
//panic("self link")
link := Link{Source: a.Seqnr, Target: v.(*FLWMAgent).Seqnr}
links = append(links, link)
}
}
}
return NetworkDump{Nodes:nodes,Links:links}
}
func (l *FixedLandscapeWithMovement) GetAgents() *[]Agenter {
return &l.UserAgents
}
func (l *FixedLandscapeWithMovement) GetAgentById(id AgentID) Agenter {
for i, a := range l.Agents {
if a.Seqnr == id {
return l.UserAgents[i]
}
}
return nil
}
func (l *FixedLandscapeWithMovement) random(min, max float64) float64 {
return l.rand.Float64() * (max - min) + min
}
func (a *FLWMAgent) MoveRandomly(steplength float64) {
//random direction
bsize := float64(a.ls.Size)
v := vector.NewFrom([]float64{a.ls.random(-bsize,bsize), a.ls.random(-bsize,bsize)})
v.Normalize()
v.Scale(steplength)
x, _ := v.Get(0)
y, _ := v.Get(1)
x = x + a.X
y = y + a.Y
// check bounds
if x < 0 {
x = bsize + x // reenter world on the other side
}
if y < 0 {
y = bsize + y // reenter world on the other side
}
if x > bsize {
x = x - bsize
}
if y > bsize {
y = y - bsize
}
if x >= float64(a.ls.Size) || x < 0 || y >= float64(a.ls.Size) || y < 0 {
// just try again
fmt.Printf("out of bounds %f/%f of %f\n",x,y, bsize)
a.MoveRandomly(steplength)
return
}
//fmt.Printf("move from %f/%f to %f/%f\n",a.X,a.Y,x,y)
a.ls.tree.Move(a, qt.Twof{x, y})
a.X = x
a.Y = y
}
func (a *FLWMAgent) GetRandomNeighbor() Agenter {
tmp := a.ls.tree.FindNearObjects(qt.Twof{a.X, a.Y}, a.ls.Sight)
var possibleNeighbors []qt.Object
for _, v := range tmp {
if v.(*FLWMAgent).Seqnr != a.Seqnr {
possibleNeighbors = append(possibleNeighbors, v)
}
}
if len(possibleNeighbors) < 1 {
return nil
}
choice := rand.Int31n(int32(len(possibleNeighbors)))
i := possibleNeighbors[choice].(*FLWMAgent).Seqnr
if i == a.Seqnr {
panic("same agent")
}
return a.ls.UserAgents[i]
}
func (l *FixedLandscapeWithMovement) Init(model Modeler) {
l.rand = rand.New(rand.NewSource(time.Now().UnixNano()))
numAgents := l.NAgents
//fmt.Printf("Init landscape with %d agents\n", numAgents)
l.tree = qt.MakeQuadtree(qt.Twof{0, 0}, qt.Twof{float64(l.Size), float64(l.Size)})
l.Agents = make([]FLWMAgent, numAgents)
l.UserAgents = make([]Agenter, numAgents)
y := 0
x := 0
for i := range l.Agents {
//for i:=0;i<numAgents;i++ {
l.UserAgents[i] = model.CreateAgent(&l.Agents[i])
l.Agents[i].GenericAgent = &GenericAgent{}
l.Agents[i].Seqnr = AgentID(i)
l.Agents[i].SetID( AgentID(i) )
x = rand.Intn(l.Size)
y = rand.Intn(l.Size)
l.Agents[i].X = float64(x)
l.Agents[i].Y = float64(y)
l.tree.Add(&l.Agents[i], qt.Twof{float64(x), float64(y)})
x += 1
if x >= l.Size {
// new row
x = 0
y += 1
}
l.Agents[i].ls = l
}
}