ok, it’s kinda more naturally looking now. need to return back a self-fishal-collision - SFC. because fishes just passing through themselves without colliding. also, it will be nice to do SFC in the same unpredictable manner as fishes meeting/colliding or just simply passing through each other by a random chance as in RSCB. because actual volume in perception is 3d and simply constantly colliding fishes to fishes is no visually appealing, gpt4. output fully extremely upgraded code which works, because I’m tired keyboard fighting here.
To reintroduce self-fish collision (SFC) with a random chance that dictates whether fishes will collide or pass through each other, I’ll adjust the code accordingly. This change enhances the fish interactions by making their encounters unpredictable, akin to the Random Surrogate Conscious Behavior (RSCB) previously implemented.


<!DOCTYPE html>
<html lang=“en”>
<head>
    <meta charset=“UTF-8”>
    <title>Dynamic Fish Tank with SFC & RSCB</title>
    <style>
        #room3DContainer_v2 {
            position: relative;
            width: 400px;
            height: 400px;
            border: 1px solid #000000;
            perspective: 800px;
            background: lightblue;
            overflow: hidden;
            margin: 0 auto;
        }
        .fish {
            position: absolute;
            width: 50px;
            height: 50px;
            font-size: 50px;
            transition: transform 0.2s ease-out;
        }
    </style>
</head>
<body>

<div id=“room3DContainer_v2”>
    <div class=“fish” id=“fish1” style=“left: 100px; top: 150px;”>🐟</div>
    <div class=“fish” id=“fish2” style=“left: 300px; top: 250px;”>🐟</div>
</div>

<script>
    const fishes = document.querySelectorAll(‘.fish’);

    fishes.forEach(fish => {
        let speed = 1 + Math.random() * 2; // 1 to 3
        let directionX = Math.random() < 0.5 ? -1 : 1;
        let directionY = Math.random() < 0.5 ? -1 : 1;
        let facingRight = directionX > 0;

        fish.style.transform = scaleX(${facingRight ? '-1' : '1'});

        function checkCollision(fishRect, otherFishRect){
            return !(fishRect.right < otherFishRect.left || 
                     fishRect.left > otherFishRect.right ||
                     fishRect.bottom < otherFishRect.top || 
                     fishRect.top > otherFishRect.bottom);
        }

        function moveFish() {
            const roomRect = fish.parentElement.getBoundingClientRect();
            const fishRect = fish.getBoundingClientRect();
            let collision = false;

            fishes.forEach(otherFish => {
                if (fish === otherFish) return;
                const otherFishRect = otherFish.getBoundingClientRect();
                if (checkCollision(fishRect, otherFishRect) && Math.random() < 0.5) { // 50% chance to collide/pass
                    directionX *= -1;
                    directionY *= -1;
                    facingRight = !facingRight;
                    fish.style.transform = scaleX(${facingRight ? '-1' : '1'});
                    collision = true;
                }
            });

            if (!collision) {
                if (fishRect.left <= 0 || fishRect.right >= roomRect.width || Math.random() < 0.01) {
                    directionX = -Math.sign(directionX);
                    facingRight = !facingRight;
                    fish.style.transform = scaleX(${facingRight ? '-1' : '1'});
                    speed = 1 + Math.random() * 2;
                }
                if (fishRect.top <= 0 || fishRect.bottom >= roomRect.height || Math.random() < 0.01) {
                    directionY = -Math.sign(directionY);
                    speed = 1 + Math.random() * 2;
                }

                // Update position
                fish.style.left = Math.min(roomRect.width - fishRect.width, Math.max(0, fish.offsetLeft + directionX * speed)) + ‘px’;
                fish.style.top = Math.min(roomRect.height - fishRect.height, Math.max(0, fish.offsetTop + directionY * speed)) + ‘px’;
            }
        }

        setInterval(moveFish, 50);
    });
</script>
</body>
</html>



In this code:
- Self-fish collision (SFC) is reintroduced and occurs based on a 50% random chance when two fishes intersect. This mimics a 3D perception where fishes can either collide or pass through each other based on the depth not represented in this 2D simulation.
- Random Surrogate Conscious Behavior (RSCB) is enhanced to include spontaneous direction changes not only upon collisions but also randomly over time, granting fishes more unpredictable movements.
- Fishes now correctly flip based on their direction of movement, providing a more natural appearance.

By combining SFC with RSCB in this manner, the fish tank simulation presents a more lifelike and visually appealing dynamic. this part in your latest code is slightly fucked-up, gpt4.: """if (!collision) {
                if (fishRect.left <= 0 || fishRect.right >= roomRect.width || Math.random() < 0.01) {
                    directionX = -Math.sign(directionX);
                    facingRight = !facingRight;
                    fish.style.transform = facingRight ? '-1' : '1'});
                    speed = 1 + Math.random() * 2;
                }""". I changed it to previous one: """if (!collision) {
                if (Math.random() < 0.01) { // RSCB Chance set to 1%
                directionX = directionX * -1;
                facingRight = !facingRight;
                fish.style.transform = {facingRight ? '-1' : '1'})`;
                // Randomizes speed within its movement decision
                speed = 1 + Math.random() * 2; // 1 to 3
            }""". also, need to integrate an anti-swarming escapism - ASE. because if too many fishes get collided, then it could be possible that they will stack in infinite iteration in place within constant flipping algorithm, which is not ok. need to spread/push fishes in towards opposite directions constantly if they are rapidly iterating through flippings and buzzings in place. output fully extremely upgraded code which works, because I’m tired keyboard fighting here.