(load "/Applications/actr6-1-3/load-act-r-6.lisp") (require :dbus) (use-package :dbus) (defvar *pressedkey* "") (defvar *joyx* 0) (defvar *joyy* 0) (defvar *gameclock* 0) (defclass pygame-screen ()()) (defvar *inst* (make-instance 'pygame-screen)) (defvar *bus* (make-dbus-bus :session)) (dbus-bus-request-name *bus* "net.coderanger.DBusLisp") (dbus-add-callback *bus* *inst* "/" "net.coderanger.DBusLisp") ;connection, object, path, interface (defun desired-angle-by-position (x y) "calculates angle ship should reach to enter orbiting circle around fortress using worldsurf coordinates" (let ((distance (sqrt (+ (expt (- x 355) 2) (expt (- y 313) 2)))) (angle-to-tan (asin (/ 140 (sqrt (+ (expt (- x 355) 2) (expt (- y 313) 2)))))) (angle-from-x (atan (- 313 y) (- 355 x)))) (if (< distance 140) (mod (- 120 (/ (* 3 distance) 14) (* angle-from-x 57.2957795)) 360) ;looking for a reason not to use LISP? Go infix! (mod (* 57.2957795 (- angle-to-tan angle-from-x)) 360)))) (defmethod pygame-screen-introspect ((obj pygame-screen)) (format *standard-output* "Introspecting~%") (dbus::slurp-file "introspection.xml")) (defmethod pygame-screen-process ((self pygame-screen) ;ship coordinates (ship-x number) (ship-y number) (ship-angle number)) ;called from python, gets attributes, returns actions ;python actually sends a string of a list of arguments: '("blah")' ;this is where we update the device members ;continue to setf the-device to a new pairlis? ick. (setf the-device (pairlis (define-chunks-fct `((isa visual-location screen-x ,ship-x screen-y ,ship-y kind ship value ,ship-angle))) (define-chunks-fct `((isa visual-object value ,ship-angle))))) (install-device the-device) (format nil "~a ~a" *joyx* *joyy*)) ;return list of chunks of type visual-location ;this is what constitutes the visicon (defmethod build-vis-locs-for ((device list) vismod) (mapcar 'car device)) ;called when model moves attention to a visual feature ;given the device, and a chunk of type visual-location ;returns corresponding chunck of type visual-object (defmethod vis-loc-to-obj ((device list) vis-loc) (cdr (assoc vis-loc device))) ;use add-screen-object and delete-screen-object to update the visicon (soon?) ;calls build-vis-locs-for ;create new chunk-type (myblock (:include visual-location)) ;call build-vis-locs-for on each vis-loc type, not whole display (defmethod device-handle-keypress ((self list) key) (case key (#\d (setf *pressedkey* "d")) (#\a (setf *pressedkey* "a")) (#\Space (setf *pressedkey* "space")))) ;mouse is irrelevant at this point (defmethod get-mouse-coordinates ((self list)) (vector 0 0)) (defmethod device-update ((self list) time) (progn (dbus-bus-pump *bus*) (proc-display) (print "refresh screen!"))) (defun fly () (defvar visual-location-chunks (define-chunks (isa visual-location screen-x 0 screen-y 0 kind ship value nil))) (defvar visual-object-chunks (define-chunks (isa visual-object value 0))) (defvar the-device (pairlis visual-location-chunks visual-object-chunks)) (install-device the-device) (run-until-condition (lambda () nil) :real-time t) ) (clear-all) (define-model flight-demo ;a ridiculously high visual movement tolerance because it wraps around the screen. Might have to do something about that ;anticipate eye movement? (sgp :trace-detail high :visual-movement-tolerance 30.0) (chunk-type standard-flight-pattern state shipx shipy shipangle targetangle) (chunk-type (ship (:include visual-object))) (add-dm (first-goal ISA standard-flight-pattern state begin)) (p start =goal> ISA standard-flight-pattern state begin ==> =goal> state attend-ship +visual-location> ISA visual-location kind ship ) (p attend-to-nothing =goal> ISA standard-flight-pattern state attend-ship =visual-location> ISA visual-location kind ship value nil ==> =goal> state hold ) (p holding-pattern =goal> ISA standard-flight-pattern state hold ==> =goal> state begin ) (p attend-ship =goal> ISA standard-flight-pattern state attend-ship =visual-location> ISA visual-location kind ship - value nil screen-x =shipx screen-y =shipy ?visual> state free ==> +visual> ISA move-attention screen-pos =visual-location =goal> state encode-ship shipx =shipx shipy =shipy ) (p encode-ship =goal> ISA standard-flight-pattern state encode-ship shipx =shipx shipy =shipy =visual> ISA visual-object value =angle ==> !safe-bind! =target (desired-angle-by-position =shipx =shipy) =goal> shipangle =angle targetangle =target state adjust-trajectory ) (p turn-counter-clockwise-normal =goal> ISA standard-flight-pattern state adjust-trajectory shipangle =current targetangle =target !eval! (and (> =target =current) (< (- =target =current) 177)) ==> !eval! (setf *joyx* -0.3) !eval! (setf *joyy* 0) =goal> state begin ) (p turn-clockwise-normal =goal> ISA standard-flight-pattern state adjust-trajectory shipangle =current targetangle =target !eval! (and (< =target =current) (< (- =current =target) 177)) ==> !eval! (setf *joyx* 0.3) !eval! (setf *joyy* 0) =goal> state begin ) (p turn-counter-clockwise-backwards =goal> ISA standard-flight-pattern state adjust-trajectory shipangle =current targetangle =target !eval! (and (< =target =current) (> (- =current =target) 177)) ==> !eval! (setf *joyx* -0.3) !eval! (setf *joyy* 0) =goal> state begin ) (p turn-clockwise-backwards =goal> ISA standard-flight-pattern state adjust-trajectory shipangle =current targetangle =target !eval! (and (> =target =current) (> (- =target =current) 177)) ==> !eval! (setf *joyx* 0.3) !eval! (setf *joyy* 0) =goal> state begin ) (p thrust =goal> ISA standard-flight-pattern state adjust-trajectory shipangle =current targetangle =target !eval! (< (abs (- =target =current)) 6) ==> !eval! (setf *joyx* 0) !eval! (setf *joyy* -0.2) =goal> state begin ) (goal-focus first-goal) )