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civSimTribes_skill.go
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civSimTribes_skill.go
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package genworldvoronoi
import (
"log"
"math/rand"
"github.com/Flokey82/genbiome"
)
type Skill struct {
Name string
MinScore float64 // The minimum score required to develop the skill.
Chance float64 // The chance of developing the skill.
Biomes []int // The biomes the skill can be developed in.
ResPres ResourcePresence // The resources required to develop the skill.
WaterProximity bool // If the skill requires water proximity. TODO: Get rid of this.
RegProx RegionProximity // The region proximity required to develop the skill.
Requires []*Skill // Required skills to develop this skill.
Effect func(t *Tribe) // The effect of the skill on the tribe.
}
func (s *Skill) CanDevelopIn(curRegProp *RegionProp, resPres *ResourcePresence) bool {
waterProximity := curRegProp.River || curRegProp.Lake || curRegProp.Ocean
// Check required proximities.
if s.WaterProximity && !waterProximity ||
s.RegProx.Mountain && !curRegProp.Mountain ||
s.RegProx.River && !curRegProp.River ||
s.RegProx.Lake && !curRegProp.Lake ||
s.RegProx.Ocean && !curRegProp.Ocean ||
s.ResPres.Wood && !resPres.Wood ||
s.ResPres.Stones && !resPres.Stones ||
s.ResPres.Metals && !resPres.Metals ||
s.ResPres.Gems && !resPres.Gems {
return false
}
// If there is no biome requirement, the skill can be developed anywhere.
if len(s.Biomes) == 0 {
return true
}
// Check if the biome is suitable for the skill.
for _, b := range s.Biomes {
if b == int(curRegProp.Biome) {
return true
}
}
return false
}
// GetBonusForBiome returns a bonus score derived from the skill based on the biome and water proximity.
func (s *Skill) GetBonusForBiome(curRegProp *RegionProp, resPres *ResourcePresence) float64 {
if s.CanDevelopIn(curRegProp, resPres) {
return 1
}
return 0
}
// DevelopAt returns true if the skill can be developed at the given score.
func (s *Skill) DevelopAt(score float64) bool {
if score >= s.MinScore {
return rand.Float64() < s.Chance
}
return false
}
// EffectOnTribe applies the effect of the skill on the tribe.
func (s *Skill) EffectOnTribe(t *Tribe) {
if s.Effect != nil {
s.Effect(t)
}
}
var nomadicBiomes = []int{
genbiome.WhittakerModBiomeSubtropicalDesert,
genbiome.WhittakerModBiomeColdDesert,
genbiome.WhittakerModBiomeTemperateGrassland,
}
var huntingBiomes = []int{
genbiome.WhittakerModBiomeTemperateGrassland,
genbiome.WhittakerModBiomeTropicalSeasonalForest,
genbiome.WhittakerModBiomeTemperateSeasonalForest,
genbiome.WhittakerModBiomeTropicalRainforest,
genbiome.WhittakerModBiomeTemperateRainforest,
genbiome.WhittakerModBiomeTundra,
genbiome.WhittakerModBiomeSavannah,
genbiome.WhittakerModBiomeBorealForestTaiga,
genbiome.WhittakerModBiomeSnow,
}
// Skills that can be developed.
// TODO:
// - Skills might depend on other skills.
// - There might be a chance to lose a skill if the tribe is not using it.
//
// Possible skills:
// - Hunting (requires grassland, forest, etc.)
// - Gathering (requires grassland, forest, etc.)
// - Fishing (requires water proximity)
// - Farming (requires grassland)
// - Herding (requires grassland)
// - Quarrying (requires mountains)
// - Mining (requires mountains)
// - Smithing (requires mining)
// - Weaving (requires plants)
// - Pottery (requires water proximity)
// - Carpentry
var (
SSkillHunting = &Skill{
Name: "Hunting",
MinScore: 0.4,
Chance: 0.4,
Biomes: huntingBiomes,
Requires: []*Skill{SSkillGathering},
}
SSkillGathering = &Skill{
Name: "Gathering",
MinScore: 0.2,
Chance: 0.4,
Biomes: []int{
genbiome.WhittakerModBiomeTemperateGrassland,
genbiome.WhittakerModBiomeTropicalRainforest,
genbiome.WhittakerModBiomeTemperateRainforest,
genbiome.WhittakerModBiomeTemperateSeasonalForest,
genbiome.WhittakerModBiomeWoodlandShrubland,
genbiome.WhittakerModBiomeTemperateGrassland,
genbiome.WhittakerModBiomeBorealForestTaiga,
genbiome.WhittakerModBiomeTundra,
genbiome.WhittakerModBiomeWetlands,
genbiome.WhittakerModBiomeSnow, // Meh, ?
},
}
SSkillWoodworking = &Skill{
Name: "Woodworking",
MinScore: 0.5,
Chance: 0.4,
ResPres: ResourcePresence{Wood: true},
Requires: []*Skill{SSkillGathering},
}
SSkillStoneWorking = &Skill{
Name: "Stone Working",
MinScore: 0.5,
Chance: 0.4,
ResPres: ResourcePresence{Stones: true},
Requires: []*Skill{SSkillGathering},
}
SSkillMetalWorking = &Skill{
Name: "Metal Working",
MinScore: 0.5,
Chance: 0.4,
ResPres: ResourcePresence{Metals: true},
Requires: []*Skill{SSkillStoneWorking},
}
SSkillGemWorking = &Skill{
Name: "Gem Working",
MinScore: 0.5,
Chance: 0.4,
ResPres: ResourcePresence{Gems: true},
Requires: []*Skill{SSkillStoneWorking},
}
SSkillFishing = &Skill{
Name: "Fishing",
MinScore: 0.9,
Chance: 0.1,
Biomes: nil, // Requires water proximity
WaterProximity: true,
Requires: []*Skill{SSkillGathering},
}
SSkillFarming = &Skill{
Name: "Farming",
MinScore: 0.9,
Chance: 0.4,
Biomes: []int{
genbiome.WhittakerModBiomeTemperateGrassland,
genbiome.WhittakerModBiomeWetlands,
},
Requires: []*Skill{SSkillGathering},
}
SSkillHerding = &Skill{
Name: "Herding",
MinScore: 0.5,
Chance: 0.4,
Biomes: []int{
genbiome.WhittakerModBiomeTemperateGrassland,
genbiome.WhittakerModBiomeTundra,
genbiome.WhittakerModBiomeSubtropicalDesert,
genbiome.WhittakerModBiomeSavannah,
genbiome.WhittakerModBiomeColdDesert,
genbiome.WhittakerModBiomeSnow,
},
Requires: []*Skill{SSkillHunting},
}
SSkillSettling = &Skill{
Name: "Settling",
MinScore: 0.9,
Chance: 0.1,
Requires: []*Skill{SSkillFarming, SSkillHerding},
Effect: func(t *Tribe) {
if t.Type < TribeTypeSettling {
t.Type = TribeTypeSettling
}
log.Printf("Tribe %d has developed a taste for settling down.", t.ID)
},
}
SSkillSettlingWetlands = &Skill{
Name: "Settling (Wetlands)",
MinScore: 0.9,
Chance: 0.1,
Biomes: []int{
genbiome.WhittakerModBiomeWetlands,
},
Requires: []*Skill{SSkillFarming, SSkillGathering, SSkillFishing},
Effect: func(t *Tribe) {
if t.Type < TribeTypeSettling {
t.Type = TribeTypeSettling
}
log.Printf("Tribe %d has developed a taste for settling down in the wetlands.", t.ID)
},
}
SSkillSettlingHighland = &Skill{
Name: "Settling (Highland)",
MinScore: 0.9,
Chance: 0.1,
RegProx: RegionProximity{
Mountain: true,
},
Biomes: []int{
genbiome.WhittakerModBiomeColdDesert,
genbiome.WhittakerModBiomeSnow,
},
Requires: []*Skill{SSkillGathering, SSkillHerding},
Effect: func(t *Tribe) {
if t.Type < TribeTypeSettling {
t.Type = TribeTypeSettling
}
log.Printf("Tribe %d has developed a taste for settling down in the highlands.", t.ID)
},
}
SSkillBoating = &Skill{
Name: "Boating",
MinScore: 0.9,
Chance: 0.1,
WaterProximity: true,
Requires: []*Skill{SSkillWoodworking, SSkillFishing},
Effect: func(t *Tribe) {
// TODO: Have some effect.
// This should improve trade with cities that:
// - Are accessible through the same river system.
// - Are accessible through the same lake.
// - Are accessible through the same ocean on the same landmass.
},
}
SSkillSeaFaring = &Skill{
Name: "Sea Faring",
MinScore: 0.9,
Chance: 0.1,
RegProx: RegionProximity{
Ocean: true,
},
Requires: []*Skill{SSkillBoating},
Effect: func(t *Tribe) {
// TODO: Have some effect.
// This should allow trade with cities that border on the same sea
// and are on a different landmass.
},
}
)
var Skills = []*Skill{
SSkillHunting,
SSkillGathering,
SSkillWoodworking,
SSkillStoneWorking,
SSkillMetalWorking,
SSkillGemWorking,
SSkillFishing,
SSkillFarming,
SSkillHerding,
SSkillSettling,
SSkillSettlingWetlands,
SSkillSettlingHighland,
SSkillBoating,
SSkillSeaFaring,
// TODO: SkillMining
}