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 updateGovernment ()
 
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 ()
 
void add (Character &c)
 
CharactersetLegendaryCouple (AttributeManager::TYPE)
 
CharactergetMostSkilledAt (AttributeManager::TYPE skill)
 
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

Government government
 
Mythologymythology
 
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

◆ add()

void Tribe::add ( Character c)

◆ 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 ( )

◆ getMostSkilledAt()

Character * Tribe::getMostSkilledAt ( AttributeManager::TYPE  skill)

◆ getPopulation()

int Tribe::getPopulation ( )

◆ hunt()

void Tribe::hunt ( )

◆ incrementTicks()

void Tribe::incrementTicks ( int  nTicks)
virtual

Reimplemented in Tribe_Dwarven, Tribe_Elf, and Tribe_Human.

◆ 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 
)

◆ setLegendaryCouple()

Character * Tribe::setLegendaryCouple ( AttributeManager::TYPE  skill)

◆ spawn()

bool Tribe::spawn ( )

◆ updateGovernment()

void Tribe::updateGovernment ( )

◆ 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

◆ government

Government Tribe::government

◆ isAlive

bool Tribe::isAlive

◆ monthlyCounter

int Tribe::monthlyCounter

◆ mythology

Mythology* Tribe::mythology

◆ 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: