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Creature_Generator.hpp
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50 lines (37 loc) · 1.34 KB
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#pragma once
#ifndef WORLDSIM_CREATURE_GENERATOR_HPP
#define WORLDSIM_CREATURE_GENERATOR_HPP
/* WorldSim: Creature_Generator
#include "Creature_Generator.hpp"
Class to generate new Creature_Species.
*/
class Creature_Species;
#include <Container/WordList/WordList.hpp>
class Creature_Generator
{
// It might be better practise to have a more centralised name generator which can handle all the different
// names to generate, for example Flora, cities, people, etc. However there is still a lot to implement here
// eg alchemy effects, before I'll look at doing that.
//All these should become raws tbh
WordList wlistFloraPattern;
WordList wlistFloraColour;
WordList wlistFloraAdjective;
WordList wlistFloraNoun;
// For testing
WordList wlistCreatureType;
// species templates from which to spin off creatures.
Vector <Creature_Species*> vSpecies;
public:
Creature_Generator();
// load the raws data from raw file
void loadRaw(std::string strRaw);
std::string generateName();
// Flora generation.
// Name is randomly generated from wordlists.
// Current system makes each additional Flora half as common as the previous.
Vector <Creature_Species*> * generate(int amount);
// generate and return a single creature type
// note this is Flora type, not object.
Creature_Species * get(const int spawnWeighting=0);
};
#endif