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@thejonan/as-sys

An Agent-Skills (i.e. Entity-Attribute) System JavaScript library.

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asSys - A Simple, Agent-Skills System

General purpose Entity-Component System implemented in JavaScript.

Ideology

Traditional Object Oriented Programming has the inherent problem of enforcing tree-like distribution of functionality among active entities, which are the instances of different classes. A class is wrapping of certain functionality, which is made accessible to the "agent" in the memory, when an instance of this class, or any descendent, is created. This is limiting. If you need to have three types of instances:

  • Humans which are capable of walking;
  • Planes which are capable of flying;
  • Birds which are capable of both flying and walking;

You can inherit walking in Birds from Humans, but then you'll need to have separate implementation of flying for Planes. Alternatively, you can inherit flying in Birds from Planes, but then walking should be re-implemented in Humans. In either scenario one skill should be implemented twice. Multiple inheritance, found nowhere but in C++ is quite complicated solution, neither being recommended, nor actually solving many of the problems (e.g. - sharing of properties between different classes, in the same entity).

Additionally, some languages, like JavaScript, are not designed in a traditional OOP manner. Rather, upon instantiation of an object, it is given a prototype, which it is bound to, and given access to its properties.

So, if one has implementations of a set of skills, she can assemble them into a single prototype and all objects (which we call agents) instantiated from this prototype will have all the skills. This is exactly what asSys library is doing.

A story-like examples

Let's have our Flying and Walking skills defined like this:

var Flying = function () { this.isFlying = false; }

Flying.prototype = {
    takeOff: function () { this.isFlying = true; },
    land: function() { this.isFlying = false; }
};

var Walking = function () { this.isWalking = false; }

Walking.prototype = {
    go: function () { this.isWalking = true; },
    stop: function() { this.isWalking = false; }
};

Not the most meaningful implementation, but enough for the example. So, what will it take to have Humans type objects (entities, agents) defined? Only this:

var Humans = a$(Walking);

Pay attention, that Humans is not an instance in the normal sense. To have one we must do:

var aGuy = new Humans();

Of course, we haven't added too much, because we could freely do it this way:

var aGuy = new Walking();

It's the same. But, let's see how Birds are defined:

var Birds = a$(Walking, Flying);

Now, that is different. Again new actual birds are instantiated this way:

var aFalcon = new Birds();

And, of course, creating and instantiating Planes is no more difficult:

var Planes = a$(Flying);
var aJumbo = new Planes();

In this example Planes, Birds and Humans are dynamically constructed functions which (upon instantiation) invoke all the passed skills's constructors (i.e. functions) in the same order, in which they are given. For example Birds is a function, that invokes Walking() then Flying().

The above functionality can easily be achieved with C++ multiple-inheritance as well.

Let's define the basic skills a bit differently:

var Flying = function () { this.isFlying = false; }

Flying.prototype = {
    takeOff: function () { this.isFlying = this.isMoving = true; },
    land: function() { this.isFlying = false; }
};

var Walking = function () { this.isWalking = false; }

Walking.prototype = {
    go: function () { this.isWalking = this.isMoving = true; },
    stop: function() { this.isWalking = false; }
};

We've added isMoving property. Now we can check for it in all agents:

aGuy.go();
if (aGuy.isMoving) { alert("aGuy is moving!")}
aFalcon.takeOff();
if (aFalcon.isMoving) { alert("aFalcon is moving!")}

This is quite convenient! Actually sharing of properties and methods is vital for effective combination of skills. And if certain cooperation (between skills) is about to happen, there are some expectation arising. Let's say we want to wrap the isMoving setup into a separate method like this:

var Flying = function () { this.isFlying = false; }

Flying.prototype = {
    takeOff: function () { this.wakeUp(); this.isFlying = true; },
    land: function() { this.isFlying = false; }
};

var Walking = function () { this.isWalking = false; }

Walking.prototype = {
    go: function () { this.wakeUp(); this.isWalking = true; },
    stop: function() { this.isWalking = false; }
};

That will fire an error, because no skill is providing wakeUp() method. But, this error will occur on the first attempt to use it, which could be quite misleading. So asSys allows each skill to list methods that it expects to be present already:

var Flying = function () { this.isFlying = false; }

Flying.prototype = {
    __expects: ["wakeUp"],
    takeOff: function () { this.wakeUp(); this.isFlying = true; },
    land: function() { this.isFlying = false; }
};

var Walking = function () { this.isWalking = false; }

Walking.prototype = {
    __expects: ["wakeUp"],
    go: function () { this.wakeUp(); this.isWalking = true; },
    stop: function() { this.isWalking = false; }
};

Now, there will be an error again, but this time it'll happen in these (type of) lines:

var Humans = a$(Walking);

asSys will report missing expectation. So, listing a skill that provides it, is the solution:

var Being = function () { }
Being.prototype.wakeUp = function () { this.isMoving = true; }

var Humans = a$(Being, Walking);
var aGuy = new Humans();
aGuy.go();

Performance

Not assembling each agent on every instantiation, is intentional, because the number of different combinations of skills is quite limited, because it is (usually) manually provided, by the developer. However, number of agents could be quite large. Hence, the approach of constructing these dynamic functions and prototypes - this let's the actual object creating to utilize the normal JavaScript engine routines.

Also, attaching desired set of methods to each new instance will lead to unnecessary memory consumption, while having them wrapped in the prototype will make this more efficient as well.

ToDo

  • Tests with overlapping methods
  • Test overlapping methods when mimicing
  • Test act tool with overlapping methods

Copyright © 2016-2018, Ivan (Jonan) Georgiev

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Package last updated on 09 Mar 2020

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