cleaned random creature generation
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@@ -236,7 +236,7 @@ class Organism {
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return cell != null && (cell.state == CellStates.empty || cell.owner == this || cell.owner == parent || cell.state == CellStates.food);
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}
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isClear(col, row, rotation=this.rotation, ignore_armor=false) {
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isClear(col, row, rotation=this.rotation) {
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for(var loccell of this.anatomy.cells) {
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var cell = this.getRealCell(loccell, col, row, rotation);
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if (cell==null) {
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@@ -32,8 +32,12 @@ class Brain {
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this.decisions[CellStates.eye.name] = Decision.neutral;
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}
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randomizeDecisions() {
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randomizeDecisions(randomize_all=false) {
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// randomize the non obvious decisions
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if (randomize_all) {
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this.decisions[CellStates.food.name] = Decision.getRandom();
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this.decisions[CellStates.killer.name] = Decision.getRandom();
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}
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this.decisions[CellStates.mouth.name] = Decision.getRandom();
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this.decisions[CellStates.producer.name] = Decision.getRandom();
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this.decisions[CellStates.mover.name] = Decision.getRandom();
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@@ -45,16 +45,7 @@ class RandomOrganismGenerator {
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}
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// randomize the organism's brain
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var decisions = organism.brain.decisions;
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decisions[CellStates.empty.name] = Brain.Decision.getRandom();
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decisions[CellStates.food.name] = Brain.Decision.getRandom();
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decisions[CellStates.wall.name] = Brain.Decision.getRandom();
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decisions[CellStates.mouth.name] = Brain.Decision.getRandom();
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decisions[CellStates.producer.name] = Brain.Decision.getRandom();
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decisions[CellStates.mover.name] = Brain.Decision.getRandom();
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decisions[CellStates.killer.name] = Brain.Decision.getRandom();
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decisions[CellStates.armor.name] = Brain.Decision.getRandom();
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decisions[CellStates.eye.name] = Brain.Decision.getRandom();
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organism.brain.randomizeDecisions(true);
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return organism;
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}
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@@ -71,7 +62,7 @@ class RandomOrganismGenerator {
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}
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RandomOrganismGenerator.organismLayers = 2;
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RandomOrganismGenerator.organismLayers = 4;
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RandomOrganismGenerator.cellSpawnChance = 0.75;
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module.exports = RandomOrganismGenerator;
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