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011084b8ec
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@ -4,7 +4,9 @@ import { PhysicsDynamics } from "@Behavior/PhysicsDynamics";
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import { Brownian } from "@Behavior/Brownian";
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import { BoundaryConstraint } from "@Behavior/BoundaryConstraint";
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import { Tracking } from "@Behavior/Tracking";
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import { Attacking } from "@Behavior/Attacking";
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import { ContactAttacking } from "@Behavior/ContactAttacking";
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import { ContactAssimilate } from "@Behavior/ContactAssimilate";
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import { DelayAssimilate } from "@Behavior/DelayAssimilate";
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const AllBehaviors: IAnyBehaviorRecorder[] = [
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new BehaviorRecorder(Template),
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@ -12,7 +14,9 @@ const AllBehaviors: IAnyBehaviorRecorder[] = [
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new BehaviorRecorder(Brownian),
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new BehaviorRecorder(BoundaryConstraint),
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new BehaviorRecorder(Tracking),
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new BehaviorRecorder(Attacking),
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new BehaviorRecorder(ContactAttacking),
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new BehaviorRecorder(ContactAssimilate),
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new BehaviorRecorder(DelayAssimilate),
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]
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/**
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88
source/Behavior/ContactAssimilate.ts
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88
source/Behavior/ContactAssimilate.ts
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@ -0,0 +1,88 @@
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import { Behavior } from "@Model/Behavior";
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import { Group } from "@Model/Group";
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import { Individual } from "@Model/Individual";
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import { Model } from "@Model/Model";
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type IContactAssimilateBehaviorParameter = {
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target: "CLG",
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assimilate: "CG",
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success: "number",
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range: "number"
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}
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type IContactAssimilateBehaviorEvent = {}
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class ContactAssimilate extends Behavior<IContactAssimilateBehaviorParameter, IContactAssimilateBehaviorEvent> {
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public override behaviorId: string = "ContactAssimilate";
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public override behaviorName: string = "$Title";
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public override iconName: string = "SyncStatus";
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public override describe: string = "$Intro";
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public override category: string = "$Interactive";
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public override parameterOption = {
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target: { type: "CLG", name: "$Target" },
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assimilate: { type: "CG", name: "$Assimilate" },
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range: { type: "number", name: "$Range", defaultValue: .05, numberMin: 0, numberStep: .01 },
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success: { type: "number", name: "$Success", defaultValue: 90, numberMin: 0, numberMax: 100, numberStep: 5 }
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};
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public effect = (individual: Individual, group: Group, model: Model, t: number): void => {
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let assimilateGroup = this.parameter.assimilate.objects;
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if (!assimilateGroup) return;
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for (let i = 0; i < this.parameter.target.objects.length; i++) {
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const targetGroup = this.parameter.target.objects[i];
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targetGroup.individuals.forEach((targetIndividual) => {
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// 排除自己
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if (targetIndividual === individual) return;
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let dis = targetIndividual.distanceTo(individual);
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// 进入同化范围
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if (dis <= this.parameter.range) {
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// 成功判定
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if (Math.random() * 100 < this.parameter.success) {
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targetIndividual.transfer(assimilateGroup!);
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}
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}
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});
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}
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}
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public override terms: Record<string, Record<string, string>> = {
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"$Title": {
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"ZH_CN": "接触同化",
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"EN_US": "Contact Assimilate"
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},
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"$Target": {
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"ZH_CN": "从哪个群...",
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"EN_US": "From group..."
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},
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"$Assimilate": {
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"ZH_CN": "到哪个群...",
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"EN_US": "To group..."
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},
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"$Range": {
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"ZH_CN": "同化范围 (m)",
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"EN_US": "Assimilate range (m)"
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},
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"$Success": {
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"ZH_CN": "成功率 (%)",
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"EN_US": "Success rate (%)"
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},
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"$Intro": {
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"ZH_CN": "将进入同化范围内的个体同化至另一个群",
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"EN_US": "Assimilate individuals who enter the assimilation range to another group"
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}
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};
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}
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export { ContactAssimilate };
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@ -3,17 +3,17 @@ import { Group } from "@Model/Group";
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import { Individual } from "@Model/Individual";
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import { Model } from "@Model/Model";
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type IAttackingBehaviorParameter = {
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type IContactAttackingBehaviorParameter = {
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target: "CLG",
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success: "number",
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range: "number"
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}
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type IAttackingBehaviorEvent = {}
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type IContactAttackingBehaviorEvent = {}
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class Attacking extends Behavior<IAttackingBehaviorParameter, IAttackingBehaviorEvent> {
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class ContactAttacking extends Behavior<IContactAttackingBehaviorParameter, IContactAttackingBehaviorEvent> {
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public override behaviorId: string = "Attacking";
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public override behaviorId: string = "ContactAttacking";
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public override behaviorName: string = "$Title";
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@ -54,8 +54,8 @@ class Attacking extends Behavior<IAttackingBehaviorParameter, IAttackingBehavior
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public override terms: Record<string, Record<string, string>> = {
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"$Title": {
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"ZH_CN": "攻击",
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"EN_US": "Attacking"
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"ZH_CN": "接触攻击",
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"EN_US": "Contact Attacking"
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},
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"$Target": {
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"ZH_CN": "攻击目标",
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@ -76,4 +76,4 @@ class Attacking extends Behavior<IAttackingBehaviorParameter, IAttackingBehavior
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};
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}
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export { Attacking };
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export { ContactAttacking };
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96
source/Behavior/DelayAssimilate.ts
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96
source/Behavior/DelayAssimilate.ts
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@ -0,0 +1,96 @@
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import { Behavior } from "@Model/Behavior";
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import { Group } from "@Model/Group";
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import { Individual } from "@Model/Individual";
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import { Model } from "@Model/Model";
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type IDelayAssimilateBehaviorParameter = {
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target: "CG",
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maxDelay: "number",
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minDelay: "number",
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success: "number"
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}
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type IDelayAssimilateBehaviorEvent = {}
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class DelayAssimilate extends Behavior<IDelayAssimilateBehaviorParameter, IDelayAssimilateBehaviorEvent> {
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public override behaviorId: string = "DelayAssimilate";
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public override behaviorName: string = "$Title";
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public override iconName: string = "FunctionalManagerDashboard";
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public override describe: string = "$Intro";
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public override category: string = "$Initiative";
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public override parameterOption = {
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target: { type: "CG", name: "$Target" },
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maxDelay: { type: "number", name: "$Max.Delay", defaultValue: 20, numberStep: 1, numberMin: 0 },
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minDelay: { type: "number", name: "$Min.Delay", defaultValue: 5, numberStep: 1, numberMin: 0 },
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success: { type: "number", name: "$Success", defaultValue: 90, numberStep: 5, numberMin: 0 }
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};
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public effect = (individual: Individual, group: Group, model: Model, t: number): void => {
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let assimilateGroup = this.parameter.target.objects;
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if (!assimilateGroup) return;
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const {maxDelay, minDelay, success} = this.parameter;
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let nextTime = individual.getData("DelayAssimilate.nextTime") ??
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minDelay + Math.random() * (maxDelay - minDelay);
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let currentTime = individual.getData("DelayAssimilate.currentTime") ?? 0;
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currentTime += t;
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if (currentTime > nextTime) {
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// 成功判定
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if (Math.random() * 100 < success) {
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individual.transfer(assimilateGroup);
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nextTime = undefined;
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currentTime = undefined;
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} else {
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nextTime = minDelay + Math.random() * (maxDelay - minDelay);
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currentTime = 0;
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}
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}
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individual.setData("DelayAssimilate.nextTime", nextTime);
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individual.setData("DelayAssimilate.currentTime", currentTime);
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}
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public override terms: Record<string, Record<string, string>> = {
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"$Title": {
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"ZH_CN": "延迟同化",
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"EN_US": "Delayed assimilation"
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},
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"$Intro": {
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"ZH_CN": "随着时间的推移,个体逐渐向另一个群同化。",
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"EN_US": "Over time, individuals gradually assimilate to another group."
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},
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"$Target": {
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"ZH_CN": "同化目标",
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"EN_US": "Assimilation target"
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},
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"$Max.Delay": {
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"ZH_CN": "最长时间",
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"EN_US": "Longest time"
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},
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"$Min.Delay": {
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"ZH_CN": "最短时间",
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"EN_US": "Shortest time"
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},
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"$Success": {
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"ZH_CN": "成功率",
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"EN_US": "Minimum strength"
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},
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"$Initiative": {
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"ZH_CN": "主动",
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"EN_US": "Initiative"
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}
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};
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}
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export { DelayAssimilate };
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@ -131,8 +131,8 @@ class SimulatorWeb extends Component {
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tracking.name = "Tracking"; tracking.color = [80, 200, 250];
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tracking.parameter.target.picker = fishLabel;
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let attacking = this.status.model.addBehavior(getBehaviorById("Attacking"));
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attacking.name = "Attacking"; attacking.color = [120, 100, 250];
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let attacking = this.status.model.addBehavior(getBehaviorById("ContactAttacking"));
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attacking.name = "Contact Attacking"; attacking.color = [120, 100, 250];
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attacking.parameter.target.picker = fishLabel;
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fish1.addBehavior(dynamicFish);
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