class Creature {
+public:
+ using Callback = std::function<void(Creature &)>;
+
public:
explicit Creature(world::Simulation &);
~Creature();
Genome &GetGenome() noexcept { return genome; }
const Genome &GetGenome() const noexcept { return genome; }
- void Mass(double m) noexcept { mass = m; }
+ Genome::Properties<double> &GetProperties() noexcept { return properties; }
+ const Genome::Properties<double> &GetProperties() const noexcept { return properties; }
+
+ void Mass(double m) noexcept { mass = m; size = std::cbrt(mass / density); }
double Mass() const noexcept { return mass; }
+ void Grow(double amount) noexcept;
- void Size(double s) noexcept { size = s; }
- double Size() const noexcept { return size; }
+ void Density(double d) noexcept { density = d; size = std::cbrt(mass / density); }
+ double Density() const noexcept { return density; }
+
+ double Size() const noexcept;
+ double Age() const noexcept;
+ // change of giving birth per tick
+ double Fertility() const noexcept;
void Health(double h) noexcept { health = h; }
double Health() const noexcept { return health; }
void Hurt(double d) noexcept;
+ void Die() noexcept;
+ void OnDeath(Callback cb) noexcept { on_death = cb; }
+ void Remove() noexcept { removable = true; }
+ bool Removable() const noexcept { return removable; }
void AddNeed(std::unique_ptr<Need> &&n) { needs.emplace_back(std::move(n)); }
const std::vector<std::unique_ptr<Need>> &Needs() const noexcept { return needs; }
void Velocity(const glm::dvec3 &v) noexcept { vel = v; }
const glm::dvec3 &Velocity() const noexcept { return vel; }
- bool Moving() const noexcept { return glm::length2(vel) < 0.000001; }
+ bool Moving() const noexcept { return glm::length2(vel) < 0.00000001; }
glm::dmat4 LocalTransform() noexcept;
void BuildVAO();
- void Draw(app::Assets &, graphics::Viewport &);
+ void Draw(graphics::Viewport &);
private:
world::Simulation ∼
std::string name;
Genome genome;
+ Genome::Properties<double> properties;
double mass;
+ double density;
double size;
+
+ double birth;
double health;
+ Callback on_death;
+ bool removable;
std::vector<std::unique_ptr<Need>> needs;
std::vector<std::unique_ptr<Goal>> goals;
};
/// put creature on planet and configure it to (hopefully) survive
-void Spawn(Creature &, world::Planet &, app::Assets &);
+void Spawn(Creature &, world::Planet &);
+
+/// split the creature into two
+void Split(Creature &);
}
}