Evolve herbs dynamically based on energy

This commit is contained in:
Petr Baudis 2011-11-27 07:33:48 +01:00
parent 4d697adc83
commit 0e1243f86f
7 changed files with 83 additions and 19 deletions

View file

@ -3,7 +3,7 @@
struct world {
const static int newborn_energy = 5000;
const static int herb_energy = 1500;
const static int herb_energy = 1000;
const static int move_cost = -50;
const static int attack_cost = -400;
@ -13,12 +13,13 @@ struct world {
const static int attack_idle_cost = -15; /* ... * attr.attack */
const static int defense_idle_cost = -15; /* ... * attr.defense */
const static int sun_energy = 10;
const static int soil_energy = 10; /* ... times five for lone herbs, times one for dense forests */
const static int dead_body_energy = 2000;
const static double dead_body_energy_carryover = 0.5;
const static int dead_decay = -10;
const static int herb_rate = 20; /* one herb per herb_rate tiles */
const static int herb_rate = 15; /* initially, one herb per herb_rate tiles */
};
#endif