#ifndef BLOBS_CREATURE_CREATURE_HPP_
#define BLOBS_CREATURE_CREATURE_HPP_
+#include "Composition.hpp"
+#include "Genome.hpp"
#include "Goal.hpp"
-#include "Need.hpp"
+#include "Memory.hpp"
#include "Situation.hpp"
#include "Steering.hpp"
-#include "../graphics/glm.hpp"
#include "../graphics/SimpleVAO.hpp"
+#include "../math/geometry.hpp"
+#include "../math/glm.hpp"
#include <memory>
#include <string>
class Creature {
+public:
+ using Callback = std::function<void(Creature &)>;
+
+ struct Stat {
+ // [0,1], zero being good, one bad
+ double value = 0.0;
+ // static gain per second
+ double gain = 0.0;
+ // adjust value by delta
+ void Add(double delta) noexcept {
+ value = glm::clamp(value + delta, 0.0, 1.0);
+ }
+ bool Empty() const noexcept { return value < 0.000001; }
+ bool Good() const noexcept { return value < 0.25; }
+ bool Okay() const noexcept { return value < 0.5; }
+ bool Bad() const noexcept { return !Okay(); }
+ bool Critical() const noexcept { return value > 0.75; }
+ bool Full() const noexcept { return value > 0.999999; }
+ };
+ struct Stats {
+ Stat stat[7];
+ Stat &Damage() noexcept { return stat[0]; }
+ const Stat &Damage() const noexcept { return stat[0]; }
+ Stat &Breath() noexcept { return stat[1]; }
+ const Stat &Breath() const noexcept { return stat[1]; }
+ Stat &Thirst() noexcept { return stat[2]; }
+ const Stat &Thirst() const noexcept { return stat[2]; }
+ Stat &Hunger() noexcept { return stat[3]; }
+ const Stat &Hunger() const noexcept { return stat[3]; }
+ Stat &Exhaustion() noexcept { return stat[4]; }
+ const Stat &Exhaustion() const noexcept { return stat[4]; }
+ Stat &Fatigue() noexcept { return stat[5]; }
+ const Stat &Fatigue() const noexcept { return stat[5]; }
+ Stat &Boredom() noexcept { return stat[6]; }
+ const Stat &Boredom() const noexcept { return stat[6]; }
+ };
+
public:
explicit Creature(world::Simulation &);
~Creature();
void Name(const std::string &n) noexcept { name = n; }
const std::string &Name() const noexcept { return name; }
+ Genome &GetGenome() noexcept { return genome; }
+ const Genome &GetGenome() const noexcept { return genome; }
+
+ Genome::Properties<double> &GetProperties() noexcept { return properties; }
+ const Genome::Properties<double> &GetProperties() const noexcept { return properties; }
+
+ void AddMass(int res, double amount);
+ const Composition &GetComposition() const noexcept { return composition; }
+
+ void BaseColor(const glm::dvec3 &c) noexcept { base_color = c; }
+ const glm::dvec3 &BaseColor() const noexcept { return base_color; }
+
+ void HighlightColor(const glm::dvec3 &c) noexcept;
+ glm::dvec4 HighlightColor() const noexcept { return highlight_color; }
+
+ void Mass(double m) noexcept { mass = m; }
+ double Mass() const noexcept { return mass; }
+ void Ingest(int res, double amount) noexcept;
+
+ void DoWork(double amount) noexcept;
+
void Size(double s) noexcept { size = s; }
double Size() const noexcept { return size; }
- void Health(double h) noexcept { health = h; }
- double Health() const noexcept { return health; }
+ double Born() const noexcept { return birth; }
+ double Age() const noexcept;
+ /// age-depended multiplier, peak being the maximum in lifetime [0,1]
+ double AgeFactor(double peak) const noexcept;
+
+ double EnergyEfficiency() const noexcept;
+ double ExhaustionFactor() const noexcept;
+ double FatigueFactor() const noexcept;
+
+ // stats with effects applied
+ double Strength() const noexcept;
+ double StrengthFactor() const noexcept;
+ double Stamina() const noexcept;
+ double StaminaFactor() const noexcept;
+ double Dexerty() const noexcept;
+ double DexertyFactor() const noexcept;
+ double Intelligence() const noexcept;
+ double IntelligenceFactor() const noexcept;
+ double Lifetime() const noexcept;
+ double Fertility() const noexcept;
+ double Mutability() const noexcept;
+ double Adaptability() const noexcept;
+ double OffspringMass() const noexcept;
+
+ double PerceptionRange() const noexcept;
+ double PerceptionOmniRange() const noexcept;
+ double PerceptionField() const noexcept;
+ bool PerceptionTest(const glm::dvec3 &) const noexcept;
+ /// chance of giving birth per tick
+ double OffspringChance() const noexcept;
+ /// chance of arbitrary genetic mutation per tick
+ double MutateChance() const noexcept;
+ /// chance of environmental genetic mutation per tick
+ double AdaptChance() const noexcept;
+
void Hurt(double d) noexcept;
+ void Die() noexcept;
+ bool Dead() const noexcept;
+ void WhenDead(Callback cb) noexcept { on_death = cb; }
+ void Remove() noexcept;
+ bool Removable() const noexcept { return removable; }
+ void Removed() noexcept;
+
+ void AddParent(Creature &);
+ const std::vector<Creature *> &Parents() const noexcept { return parents; }
- 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; }
+ Stats &GetStats() noexcept { return stats; }
+ const Stats &GetStats() const noexcept { return stats; }
+
+ Memory &GetMemory() noexcept { return memory; }
+ const Memory &GetMemory() const noexcept { return memory; }
+
+ /// constantly active goal. every creature in the simulation is required to have one
+ void SetBackgroundTask(std::unique_ptr<Goal> &&g) { bg_task = std::move(g); }
+ Goal &BackgroundTask() { return *bg_task; }
void AddGoal(std::unique_ptr<Goal> &&);
const std::vector<std::unique_ptr<Goal>> &Goals() const noexcept { return goals; }
Steering &GetSteering() noexcept { return steering; }
const Steering &GetSteering() const noexcept { return steering; }
- void Velocity(const glm::dvec3 &v) noexcept { vel = v; }
- const glm::dvec3 &Velocity() const noexcept { return vel; }
- bool Moving() const noexcept { return !allzero(vel); }
+ math::AABB CollisionBounds() const noexcept;
+ glm::dmat4 CollisionTransform() const noexcept;
glm::dmat4 LocalTransform() noexcept;
void BuildVAO();
- void Draw(app::Assets &, graphics::Viewport &);
+ void KillVAO();
+ void Draw(graphics::Viewport &);
+
+private:
+ void TickState(double dt);
+ void TickStats(double dt);
+ void TickBrain(double dt);
+ Situation::Derivative Step(const Situation::Derivative &ds, double dt) const noexcept;
private:
world::Simulation ∼
std::string name;
+
+ Genome genome;
+ Genome::Properties<double> properties;
+ Composition composition;
+
+ glm::dvec3 base_color;
+ glm::dvec4 highlight_color;
+
+ double mass;
double size;
- double health;
- std::vector<std::unique_ptr<Need>> needs;
+ double birth;
+ double death;
+ Callback on_death;
+ bool removable;
+
+ std::vector<Creature *> parents;
+
+ Stats stats;
+ Memory memory;
+
+ std::unique_ptr<Goal> bg_task;
std::vector<std::unique_ptr<Goal>> goals;
Situation situation;
Steering steering;
- glm::dvec3 vel;
-
struct Attributes {
glm::vec3 position;
glm::vec3 normal;
glm::vec3 texture;
};
- graphics::SimpleVAO<Attributes, unsigned short> vao;
+ std::unique_ptr<graphics::SimpleVAO<Attributes, unsigned short>> vao;
};
/// 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 &);
}
}