#include "Composition.hpp"
#include "Genome.hpp"
-#include "Goal.hpp"
#include "Memory.hpp"
#include "Situation.hpp"
#include "Steering.hpp"
#include "../math/geometry.hpp"
#include "../math/glm.hpp"
+#include <functional>
#include <memory>
#include <string>
#include <vector>
}
namespace creature {
+class Goal;
+
class Creature {
public:
// 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;
void Hurt(double d) noexcept;
void Die() noexcept;
bool Dead() const noexcept;
- void OnDeath(Callback cb) noexcept { on_death = cb; }
+ void WhenDead(Callback cb) noexcept { on_death = cb; }
void Remove() noexcept;
bool Removable() const noexcept { return removable; }
void Removed() noexcept;
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 SetBackgroundTask(std::unique_ptr<Goal> &&g);
+ Goal &BackgroundTask();
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; }
- math::AABB CollisionBox() const noexcept;
+ void HeadingTarget(const glm::dvec3 &t) noexcept { heading_target = t; heading_manual = true; }
+
+ math::AABB CollisionBounds() const noexcept;
glm::dmat4 CollisionTransform() const noexcept;
+ void OnCollide(Creature &other);
+
glm::dmat4 LocalTransform() noexcept;
void BuildVAO();
void Draw(graphics::Viewport &);
private:
+ void Cache() noexcept;
void TickState(double dt);
void TickStats(double dt);
void TickBrain(double dt);
Situation situation;
Steering steering;
+ glm::dvec3 heading_target;
+ bool heading_manual;
+
+ // cached because steering makes heavy use of this
+ double perception_range;
+ double perception_range_squared;
+ double perception_omni_range;
+ double perception_omni_range_squared;
+ double perception_field;
struct Attributes {
glm::vec3 position;