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Creature_Generator.cpp
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#pragma once
#ifndef WORLDSIM_CREATURE_GENERATOR_CPP
#define WORLDSIM_CREATURE_GENERATOR_CPP
/* WorldSim: Creature_Generator
#include "Creature_Generator.cpp"
Implementation of Creature_Generator.hpp
*/
#include "Creature_Generator.hpp"
#include "Creature_Species.hpp"
#include <Container/WordList/WordList.hpp>
#include <File/FileManager.hpp>
#include <File/WTFManager.hpp> // loading raws
Creature_Generator::Creature_Generator()
{
// Load word lists
wlistFloraColour.loadString(FileManager::getFileAsString("raw/wordlists/flora_colours.txt"));
wlistFloraPattern.loadString(FileManager::getFileAsString("raw/wordlists/flora_patterns.txt"));
wlistFloraAdjective.loadString(FileManager::getFileAsString("raw/wordlists/flora_adjectives.txt"));
wlistFloraNoun.loadString(FileManager::getFileAsString("raw/wordlists/flora_nouns.txt"));
RNG_TEST.seed(SEEDER);
wlistCreatureType.add("Wolf");
wlistCreatureType.add("Deer");
wlistCreatureType.add("Pig");
wlistCreatureType.add("Sheep");
}
// load the raws data from raw file
void Creature_Generator::loadRaw(std::string strRaw)
{
std::cout<<"Creature generator: Getting raw.\n";
WTFManager wtfManager;
wtfManager.parse(strRaw);
// for now we'll simply get the species names.
// alternate: get all species
Vector <WTFNode*>* vNode = wtfManager.getAllSub("CREATURE_SPECIES");
for (int i=0;i<vNode->size();++i)
{
//Vector <std::string> * vRGB = (*vNode)(i)->getValues("RGB");
//std::string colourName = (*vNode)(i)->getValue("NAME");
// if (vRGB->size() == 3 && colourName != "")
// {
// colourManager.makeColour(DataTools::toInt( (*vRGB)(0) ) ,DataTools::toInt( (*vRGB)(1) ),
// DataTools::toInt( (*vRGB)(2) ),colourName);
// }
// else
// {
// std::cout<<"Error: Colours are wrong\n";
// }
std::string speciesName = (*vNode)(i)->getValue("NAME_SINGULAR");
std::string textureName = (*vNode)(i)->getValue("BASE_TEXTURE");
std::cout<<"Adding creature: "<<speciesName<<"\n";
std::cout<<"Base texture: "<<textureName<<"\n";
Creature_Species * species = new Creature_Species(speciesName,1);
species->setBaseTexture(textureManager.getTextureByName(textureName));
std::cout<<"base texture: "<<species->baseTexture<<"\n";
vSpecies.push(species);
}
//std::cout<<"Colours built:\n"<<colourManager.toString()<<"\n";
}
std::string Creature_Generator::generateName()
{
std::string _name="";
if (RNG_TEST.flip()) // use pattern
{
_name+=wlistFloraPattern.getRandom()+" ";
}
if (RNG_TEST.flip() || _name.size() == 0) // use colour
{
_name+=wlistFloraColour.getRandom()+" ";
}
// biome name
// if (RNG_TEST.flip()) // use adjective
// {
// _name+=wlistFloraAdjective.getRandom()+" ";
// }
// if (RNG_TEST.flip() || _name.size() == 0) // use noun
// {
// _name+=wlistFloraNoun.getRandom()+" ";
// }
//_name+=wlistCreatureType.getRandom();
return _name;
}
// Flora generation.
// Name is randomly generated from wordlists.
// Current system makes each additional Flora half as common as the previous.
// Generate a species from a base species. We're kinda generating subspecies here tbh.
Vector <Creature_Species*> * Creature_Generator::generate(int amount)
{
std::cout<<"Generate creature\n";
Vector <Creature_Species*>* vSpecies2 = new Vector <Creature_Species*>;
int currentPoints=1000;
for (int i=0;i<amount;++i)
{
// randomly pick base creature.
Creature_Species * base = vSpecies.getRandom(globalRandom);
//std::cout<<"Creature picked: "<<base->name<<"\n";
//Creature_Species * creature = new Creature_Species(generateName(),currentPoints);
Creature_Species * creature = new Creature_Species(base->name,currentPoints);
creature->setBaseTexture(base->baseTexture);
vSpecies2->push(creature);
currentPoints/=2;
}
return vSpecies2;
}
// generate and return a single creature type
// note this is Creature type, not object.
Creature_Species * Creature_Generator::get(const int spawnWeighting/*=0*/)
{
// randomly pick base creature.
Creature_Species * base = vSpecies.getRandom(globalRandom);
//base->setBaseTexture(0);
//std::cout<<"Creature picked: "<<base->name<<"\n";
//base->name += " " + generateName();
Creature_Species * subspecies = new Creature_Species(generateName() + base->name,spawnWeighting);
subspecies->baseTexture = base->baseTexture;
return subspecies;
}
#endif