1 #include "app/Application.hpp"
2 #include "app/Assets.hpp"
3 #include "app/init.hpp"
4 #include "app/MasterState.hpp"
5 #include "creature/Creature.hpp"
6 #include "math/const.hpp"
7 #include "world/Planet.hpp"
8 #include "world/Set.hpp"
9 #include "world/Simulation.hpp"
10 #include "world/Sun.hpp"
11 #include "world/TileType.hpp"
16 using namespace blobs;
21 SwitchPanel(world::Planet &p, app::Application &app, app::MasterState &state)
22 : planet(p), app(app), state(state) { }
24 void operator ()(creature::Creature &c) {
25 if (planet.Creatures().empty()) {
26 planet.GetSimulation().Log() << "no more creatures, game over" << std::endl;
27 state.GetCreaturePanel().Hide();
28 while (app.HasState()) {
32 for (auto a : planet.Creatures()) {
34 state.GetCreaturePanel().Show(*a);
35 a->WhenDead([&](creature::Creature &b) { (*this)(b); });
42 world::Planet &planet;
43 app::Application &app;
44 app::MasterState &state;
48 int main(int argc, char *argv[]) {
49 app::Init init(true, 8);
55 sun.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
56 sun.AngularMomentum(1.0e13);
58 world::Planet planet(25);
59 planet.SetParent(sun);
61 planet.GetOrbit().SemiMajorAxis(941.7);
62 planet.SurfaceTilt(glm::dvec2(PI * 0.25, PI * 0.25));
63 planet.AxialTilt(glm::dvec2(PI * 0.127, 0.0));
64 planet.AngularMomentum(6.0e10);
66 world::Planet moon(3);
67 moon.SetParent(planet);
69 moon.GetOrbit().SemiMajorAxis(37.0);
70 moon.Rotation(PI * 0.25);
71 moon.AngularMomentum(1.0e4);
73 world::Planet second_planet(9);
74 second_planet.SetParent(sun);
75 second_planet.Mass(1.0e9);
76 second_planet.GetOrbit().SemiMajorAxis(350.0);
77 second_planet.SurfaceTilt(glm::dvec2(PI * 0.125, PI * 0.25));
78 second_planet.AxialTilt(glm::dvec2(PI * 0.95, 0.0));
79 second_planet.AngularMomentum(1.0e8);
81 world::Simulation sim(sun, assets);
83 sim.AddPlanet(planet);
84 sim.AddPlanet(second_planet);
87 world::GenerateEarthlike(assets.data.tile_types, planet);
88 planet.Atmosphere(assets.data.resources["air"].id);
89 world::GenerateTest(assets.data.tile_types, moon);
90 world::GenerateTest(assets.data.tile_types, second_planet);
92 auto blob = new creature::Creature(sim);
93 blob->Name(assets.name.Sequential());
95 // decrease chances of ur-blob dying without splitting
96 blob->GetProperties().Fertility() = 1.0;
99 app::MasterState state(assets, sim);
100 state.GetCreaturePanel().Show(*blob);
101 state.GetTimePanel().SetBody(planet);
103 app::Application app(init.window, init.viewport);
104 SwitchPanel swp(planet, app, state);
105 blob->WhenDead([&](creature::Creature &c) { swp(c); });
106 app.PushState(&state);