#include "../math/Distribution.hpp"
#include "../math/GaloisLFSR.hpp"
+#include "../math/glm.hpp"
#include <vector>
template<class T>
struct PropertySet {
+ /// the age at which to transition to the next phase
T age;
+ /// maximum body mass
T mass;
+ /// fertility factor
T fertility;
+ /// skin highlight pronounciation
+ T highlight;
};
template<class T>
struct Properties {
const PropertySet<T> &Elder() const noexcept { return props[4]; }
PropertySet<T> &Death() noexcept { return props[5]; }
const PropertySet<T> &Death() const noexcept { return props[5]; }
+
+ /// "typical" properties
+ /// every one of these should have at least one
+ /// negative impact to prevent super-beings evolving
+ /// power at the cost of higher solid intake
+ T strength;
+ /// more endurance at the cost of higher liquid intake
+ T stamina;
+ /// more speed at the cost of higher fatigue
+ T dexerty;
+ /// higher mental capacity at the cost of boredom
+ T intelligence;
+ /// how likely to mutate
+ T mutability;
};
Properties<math::Distribution> properties;
};
std::vector<Composition> composition;
+ math::Distribution base_hue;
+ math::Distribution base_saturation;
+ math::Distribution base_lightness;
+
void Configure(Creature &) const;
static PropertySet<double> Instantiate(
return {
p.age.FakeNormal(rand.SNorm()),
p.mass.FakeNormal(rand.SNorm()),
- p.fertility.FakeNormal(rand.SNorm())
+ p.fertility.FakeNormal(rand.SNorm()),
+ glm::clamp(p.highlight.FakeNormal(rand.SNorm()), 0.0, 1.0)
};
}
Instantiate(p.props[2], rand),
Instantiate(p.props[3], rand),
Instantiate(p.props[4], rand),
- Instantiate(p.props[5], rand)
+ Instantiate(p.props[5], rand),
+ p.strength.FakeNormal(rand.SNorm()),
+ p.stamina.FakeNormal(rand.SNorm()),
+ p.dexerty.FakeNormal(rand.SNorm()),
+ p.intelligence.FakeNormal(rand.SNorm()),
+ p.mutability.FakeNormal(rand.SNorm())
};
}