#ifndef BLOBS_CREATURE_CREATURE_HPP_
#define BLOBS_CREATURE_CREATURE_HPP_
+#include "Genome.hpp"
+#include "Goal.hpp"
+#include "Memory.hpp"
#include "Need.hpp"
#include "Situation.hpp"
-#include "../graphics/glm.hpp"
+#include "Steering.hpp"
#include "../graphics/SimpleVAO.hpp"
+#include "../math/glm.hpp"
+#include <memory>
#include <string>
#include <vector>
namespace world {
class Body;
class Planet;
+ class Simulation;
}
namespace creature {
class Creature {
public:
- Creature();
+ using Callback = std::function<void(Creature &)>;
+
+public:
+ explicit Creature(world::Simulation &);
~Creature();
Creature(const Creature &) = delete;
Creature &operator =(Creature &&) = delete;
public:
+ world::Simulation &GetSimulation() noexcept { return sim; }
+ const world::Simulation &GetSimulation() const noexcept { return sim; }
+
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; }
+
+ const Genome::PropertySet<double> &CurProps() const noexcept { return properties.props[cur_prop]; }
+ const Genome::PropertySet<double> &NextProps() const noexcept { return properties.props[std::min(5, cur_prop + 1)]; }
+
+ 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 { highlight_color = c; }
+ glm::dvec4 HighlightColor() const noexcept;
+
+ void Mass(double m) noexcept { mass = m; size = std::cbrt(mass / density); }
+ double Mass() const noexcept { return mass; }
+ void Ingest(int res, double amount) noexcept;
+
+ 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;
+ std::string AgeName() const;
+ double AgeLerp(double from, double to) 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; }
+
+ Memory &GetMemory() noexcept { return memory; }
+ const Memory &GetMemory() const noexcept { return memory; }
- void AddNeed(const Need &n) { needs.push_back(n); }
- const std::vector<Need> &Needs() const noexcept { return needs; }
+ 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 AddGoal(std::unique_ptr<Goal> &&);
+ const std::vector<std::unique_ptr<Goal>> &Goals() const noexcept { return goals; }
void Tick(double dt);
Situation &GetSituation() noexcept { return situation; }
const Situation &GetSituation() const noexcept { return situation; }
+ Steering &GetSteering() noexcept { return steering; }
+ const Steering &GetSteering() const noexcept { return steering; }
+
glm::dmat4 LocalTransform() noexcept;
void BuildVAO();
- void Draw(app::Assets &, graphics::Viewport &);
+ void Draw(graphics::Viewport &);
+
+private:
+ Situation::Derivative Step(const Situation::Derivative &ds, double dt) const noexcept;
private:
+ world::Simulation ∼
std::string name;
+
+ Genome genome;
+ Genome::Properties<double> properties;
+ int cur_prop;
+
+ glm::dvec3 base_color;
+ glm::dvec3 highlight_color;
+
+ double mass;
+ double density;
+ double size;
+
+ double birth;
double health;
- std::vector<Need> needs;
+ Callback on_death;
+ bool removable;
+
+ Memory memory;
+
+ std::vector<std::unique_ptr<Need>> needs;
+ std::vector<std::unique_ptr<Goal>> goals;
Situation situation;
+ Steering steering;
struct Attributes {
glm::vec3 position;
};
/// 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 &);
}
}