以下代码改编自《游戏人工智能编程案例精粹(修订版)》([美]Mat buckland,人民邮电出版社,2012)。将其C++代码改为javascript实现
<!DOCTYPE html>
<html>
<head>
<script src="https://apps.bdimg.com/libs/jquery/2.1.4/jquery.min.js"></script>
<script src="myMiner.js"></script>
<style>
#screen{
text-align:left;
background-color:darkcyan;
}
</style>
</head>
<body>
<div id='screen'></div>
</body>
</html>
//myMiner.js
$(document).ready(function () {
var Miner = {
name: "Bob",
state: "",
Location: "",
m_iGoldCarried: 0, //矿工的包中装了多少的金块
m_iMoneyInBank: 0, //矿工在银行存了多少钱
m_iThirst: 0, //值越高,矿工越口渴
m_iFatigue: 0, //值越高,矿工越劳累
ComfortLevel: 5,
MaxNuggets: 3,
ThirstLevel: 5,
TirednessThreshold: 5,
AddToGoldCarried: function (v) {
this.m_iGoldCarried += v;
if (this.m_iGoldCarried < 0)
this.m_iGoldCarried = 0;
},
AddToWealth: function (v) {
this.m_iMoneyInBank += v;
if (this.m_iMoneyInBank < 0)
this.m_iMoneyInBank = 0;
},
Thirsty: function () {
if (this.m_iThirst >= this.ThirstLevel) {
return true;
}
return false;
},
GoldCarried: function () {
return this.m_iGoldCarried;
},
SetGoldCarried: function (v) {
this.m_iGoldCarried = v;
},
PocketsFull: function () {
return this.m_iGoldCarried >= this.MaxNuggets;
},
Fatigued: function () {
if (this.m_iFatigue > this.TirednessThreshold) {
return true;
}
return false;
},
DecreaseFatigue: function () {
this.m_iFatigue -= 1;
},
IncreaseFatigue: function () {
this.m_iFatigue += 1;
},
Wealth: function () {
return this.m_iMoneyInBank;
},
SetWealth: function (v) {
this.m_iMoneyInBank = v;
},
BuyAndDrinkAWhiskey: function () {
this.m_iThirst = 0;
this.m_iMoneyInBank -= 2;
},
//
Update: function () {
this.m_iThirst += 1;
this.FSM.Update();
},
FSM: null,
};
var View = {
View: function (s) {
var html = $("#screen").html();
html += "<p>Miner:" + s + "</p>";
$("#screen").html(html);
},
};
var StateMachine = {
m_PreviousState: {
name: "",
Enter: function () {},
Exit: function () {},
Update: function (e) {},
},
m_CurrentState: {
name: "",
Enter: function () {},
Exit: function () {},
Update: function (e) {},
},
Update: function (e) {
if (this.m_CurrentState != null)
this.m_CurrentState.Update(e);
},
ChangeState: function (s) {
document.title = s.name;
this.m_PreviousState = this.m_CurrentState;
this.m_CurrentState.Exit();
this.m_CurrentState = s;
this.m_CurrentState.Enter();
},
RevertToPreviousState: function () {
this.ChangeState(this.m_PreviousState);
},
};
var EnterMineAndDigForNuggetState = {
name: "EnterMineAndDigForNuggetState",
Enter: function () {
if (Miner.Location != "goldmine") {
View.View("Walkin' to the goldmine");
Miner.Location = "goldmine";
}
},
Exit: function () {
View.View("Ah'm leavin' the gold mine with mah pockets full o' sweet gold");
},
Update: function () {
Miner.AddToGoldCarried(1);
Miner.IncreaseFatigue();
View.View("Pickin' up a nugget.");
if (Miner.PocketsFull()) {
Miner.FSM.ChangeState(VistBankAndDepositGoldState);
} else if (Miner.Thirsty()) {
Miner.FSM.ChangeState(QuenchThirstState);
}
},
};
var VistBankAndDepositGoldState = {
name: "VistBankAndDepositGoldState",
Enter: function () {
if (Miner.Location != "bank") {
View.View("Goin' to the bank. Yes siree");
Miner.Location = "bank";
}
},
Exit: function () {
View.View("Leavin' the bank");
},
Update: function () {
Miner.AddToWealth(Miner.GoldCarried());
View.View("Depositing gold. Total savings now");
//wealthy enough to have a well earned rest?
if (Miner.Wealth() >= Miner.ComfortLevel) {
View.View("WooHoo! Rich enough for now. Back home to mah li'lle lady");
Miner.FSM.ChangeState(GoHomeAndSleepTilRestedState);
} else {
Miner.FSM.ChangeState(EnterMineAndDigForNuggetState);
}
},
};
var GoHomeAndSleepTilRestedState = {
name: "GoHomeAndSleepTilRestedState",
Enter: function () {
if (Miner.Location != "shack") {
View.View("Walkin' home");
Miner.Location = "shack";
}
},
Exit: function () {
View.View("Leaving the house");
},
Update: function () {
if (Miner.Fatigued()) {
Miner.DecreaseFatigue();
View.View("ZZZZ... ");
} else {
View.View("What a God darn fantastic nap! Time to find more gold");
Miner.FSM.ChangeState(EnterMineAndDigForNuggetState); ;
}
},
};
var QuenchThirstState = {
name: "QuenchThirstState",
Enter: function () {
if (Miner.Location != "saloon") {
View.View("Boy, ah sure is thusty! Walking to the saloon");
Miner.Location = "saloon";
}
},
Exit: function () {
View.View("Leaving the saloon, feelin' good");
},
Update: function () {
if (Miner.Thirsty()) {
View.View("That's mighty fine sippin liquer");
Miner.FSM.ChangeState(EnterMineAndDigForNuggetState); ;
} else {
View.View("\nERROR!\nERROR!\nERROR!");
}
},
};
Miner.FSM = StateMachine;
Miner.FSM.ChangeState(EnterMineAndDigForNuggetState);
setInterval(function () {
Miner.Update();
}, 1000);
});