WorldSim  inDev
2D tile-based sandbox RPG with procedurally generated fantasy world simulator 🌏
Public Member Functions | Public Attributes | Protected Attributes | List of all members
Tribe Class Reference

#include <Tribe.hpp>

Inheritance diagram for Tribe:
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Collaboration diagram for Tribe:
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Public Member Functions

void setColour (const unsigned char, const unsigned char, const unsigned char)
 
 Tribe ()
 
 ~Tribe ()
 
void init (World *)
 
bool spawn ()
 
virtual void wander ()
 
void hunt ()
 
void eat ()
 
void develop ()
 
void degradeInfluence ()
 
void updateTerritory ()
 
virtual void incrementTicks (int)
 
void generateCouples (int=1)
 
int getPopulation ()
 
bool removeCharacter (Character *)
 
void addCharacter (Character *)
 
void kill ()
 
virtual void combat (Tribe *)
 
CharactergetDefender ()
 
World_LocalgetCurrentMap ()
 
Texture * currentTexture ()
 
std::string getColumn (std::string _column)
 
std::string getColumnType (std::string _column)
 
- Public Member Functions inherited from WorldObjectGlobal
 WorldObjectGlobal ()
 
virtual std::string getName ()
 
virtual std::string getExtendedInfo ()
 
int distanceTo (WorldObjectGlobal *_obj)
 
bool isOnMap (int _x, int _y)
 
virtual ~WorldObjectGlobal ()
 

Public Attributes

unsigned char colourRed
 
unsigned char colourGreen
 
unsigned char colourBlue
 
int race
 
int nFood
 
int actionPoints
 
int dailyCounter
 
int monthlyCounter
 
Vector< Character * > vCharacter
 
Vector< Character * > vDeceased
 
Vector< HasXY * > vTerritory
 
bool foundSettlement
 
bool isAlive
 
- Public Attributes inherited from WorldObjectGlobal
int worldX
 
int worldY
 
Worldworld
 
std::string name
 
std::string nameType
 
int type
 

Protected Attributes

RandomNonStatic random
 

Additional Inherited Members

- Public Types inherited from WorldObjectGlobal
enum  enumType {
  NOTYPE =0, URBAN =1, ARMY =2, FLEET =3,
  NOMADIC_TRIBE =4, TRIBAL_ARTIFACT =5
}
 

Constructor & Destructor Documentation

◆ Tribe()

Tribe::Tribe ( )

◆ ~Tribe()

Tribe::~Tribe ( )

Member Function Documentation

◆ addCharacter()

void Tribe::addCharacter ( Character _character)

◆ combat()

void Tribe::combat ( Tribe _t)
virtual

Reimplemented in Tribe_Human.

◆ currentTexture()

Texture * Tribe::currentTexture ( )

◆ degradeInfluence()

void Tribe::degradeInfluence ( )

◆ develop()

void Tribe::develop ( )

◆ eat()

void Tribe::eat ( )

◆ generateCouples()

void Tribe::generateCouples ( int  amount = 1)

◆ getColumn()

std::string Tribe::getColumn ( std::string  _column)

◆ getColumnType()

std::string Tribe::getColumnType ( std::string  _column)

◆ getCurrentMap()

World_Local * Tribe::getCurrentMap ( )

◆ getDefender()

Character * Tribe::getDefender ( )

◆ getPopulation()

int Tribe::getPopulation ( )

◆ hunt()

void Tribe::hunt ( )

◆ incrementTicks()

void Tribe::incrementTicks ( int  nTicks)
virtual

Reimplemented in Tribe_Human, Tribe_Dwarven, and Tribe_Elf.

◆ init()

void Tribe::init ( World _world)

◆ kill()

void Tribe::kill ( )

◆ removeCharacter()

bool Tribe::removeCharacter ( Character _character)

◆ setColour()

void Tribe::setColour ( const unsigned char  r,
const unsigned char  g,
const unsigned char  b 
)

◆ spawn()

bool Tribe::spawn ( )

◆ updateTerritory()

void Tribe::updateTerritory ( )

◆ wander()

void Tribe::wander ( )
virtual

Reimplemented in Tribe_Dwarven, Tribe_Elf, and Tribe_Human.

Member Data Documentation

◆ actionPoints

int Tribe::actionPoints

◆ colourBlue

unsigned char Tribe::colourBlue

◆ colourGreen

unsigned char Tribe::colourGreen

◆ colourRed

unsigned char Tribe::colourRed

◆ dailyCounter

int Tribe::dailyCounter

◆ foundSettlement

bool Tribe::foundSettlement

◆ isAlive

bool Tribe::isAlive

◆ monthlyCounter

int Tribe::monthlyCounter

◆ nFood

int Tribe::nFood

◆ race

int Tribe::race

◆ random

RandomNonStatic Tribe::random
protected

◆ vCharacter

Vector<Character*> Tribe::vCharacter

◆ vDeceased

Vector<Character*> Tribe::vDeceased

◆ vTerritory

Vector<HasXY*> Tribe::vTerritory

The documentation for this class was generated from the following files: