/* * create creature, * create and save creature resource, * create creature network, * create network node, * add resource to node, * save creature to founder creatures dict and species dict */ public void addSpecies(string name, ColorChoice color, float mutationDeviation, string primaryConsume, string dependentOn, string produces, float mutationDeviationFraction, float lowestMutationDeviation, bool nonLinearPhenotypeNet, int phenotype, int turnTime) { // when user clicks to start species creation process: CreatureEditor cc = ecoCreator.addCreature(); EcoCreationHelper.setCreatureStats(cc, name, phenotype, turnTime, 1000, 700, 3, 10, mutationDeviation, color, true, mutationDeviationFraction, lowestMutationDeviation, MutationDeviationCoefficientType.exponentialDecay); // user edits: List <string> ecosystemResources = new List <string>(ecosystem.resourceOptions.Keys); //Debug.Log("resource added to creature: " + ecosystemResources[0]); // add creature resource store for primary resource that creature needs ResourceEditor resourceCreator = cc.addResource(); EcoCreationHelper.addCreatureResource(resourceCreator, primaryConsume, 100, 90, 1, 90, 5, 20, 1); cc.saveResource(); // add creature resource store for resouce creature produces // Note: Creature 1 doesn't need this resource to survive (no health gain or drain) resourceCreator = cc.addResource(); EcoCreationHelper.addCreatureResource(resourceCreator, produces, 100, 90, 0, 90, 0, 20, 1); cc.saveResource(); // add creature resource store for resouce creature is dependent on resourceCreator = cc.addResource(); // high starting level, so that population doesn't die out immediately EcoCreationHelper.addCreatureResource(resourceCreator, dependentOn, 100, 90, 1, 50, 1, 5, 1); cc.saveResource(); // for reference later List <string> creatureResources = new List <string>(cc.creature.storedResources.Keys); // generates movement actions with a resource cost cc.generateMovementActions(primaryConsume, 5); /* MUST GENERATE ACTIONS AND ADD THEM TO CREATURE'S ACTION POOL BEFORE CREATING OUTPUT NODES FOR THOSE ACTIONS */ // add default abilities for consuming resources cc.addDefaultResourceAbilities(); cc.saveAbilities(); // create action for consuming primary resource ActionEditor ae = cc.addAction(); ae.setCreator(ActionCreatorType.consumeCreator); ConsumeFromLandEditor cle = (ConsumeFromLandEditor)ae.getActionCreator(); // define resource costs Dictionary <string, float> resourceCosts = new Dictionary <string, float>() { { primaryConsume, 1 } }; // set parameters EcoCreationHelper.setBasicActionParams(cle, "eat" + primaryConsume, 1, 10, resourceCosts); EcoCreationHelper.setConsumeParams(cle, 0, primaryConsume); cc.saveAction(); // create action for consuming Resource that creature is dependent on ae = cc.addAction(); ae.setCreator(ActionCreatorType.consumeCreator); cle = (ConsumeFromLandEditor)ae.getActionCreator(); // define resource costs resourceCosts = new Dictionary <string, float>() { { primaryConsume, 1 } }; // set parameters EcoCreationHelper.setBasicActionParams(cle, "eat" + dependentOn, 1, 10, resourceCosts); EcoCreationHelper.setConsumeParams(cle, 0, dependentOn); cc.saveAction(); // create action for reproduction ae = cc.addAction(); ae.setCreator(ActionCreatorType.reproduceCreator); ReproActionEditor rae = (ReproActionEditor)ae.getActionCreator(); // high resource costs for reproduction resourceCosts = new Dictionary <string, float>() { { primaryConsume, 20 }, { dependentOn, 50 } }; EcoCreationHelper.setBasicActionParams(rae, "reproduce", 1, 10, resourceCosts); // no special params to set for reproduction yet cc.saveAction(); // action for converting with a 1 to 2 ratio ae = cc.addAction(); ae.setCreator(ActionCreatorType.convertEditor); ConvertEditor convEdit = (ConvertEditor)ae.getActionCreator(); resourceCosts = new Dictionary <string, float>() { { primaryConsume, 1 } }; EcoCreationHelper.setBasicActionParams(convEdit, "convert" + primaryConsume + "To" + produces, 1, 10, resourceCosts); Dictionary <string, float> startResources = new Dictionary <string, float>() { { primaryConsume, 1f } }; Dictionary <string, float> endResources = new Dictionary <string, float>() { { produces, 10f } }; EcoCreationHelper.setConvertActionParams(convEdit, 5, startResources, endResources); cc.saveAction(); // action for depositing B ae = cc.addAction(); ae.setCreator(ActionCreatorType.depositEditor); DepositEditor depEdit = (DepositEditor)ae.getActionCreator(); // no resource costs for depositing EcoCreationHelper.setBasicActionParams(depEdit, "deposit" + produces, 1, 10, null); EcoCreationHelper.setDepositActionParams(depEdit, 0, produces, 10); cc.saveAction(); // user opens networks creator for that creature /**** phenotype network template ****/ PhenotypeNetworkEditor phenoNetCreator = (PhenotypeNetworkEditor)cc.addNetwork(NetworkType.phenotype); List <string> phenoOutputActions = new List <string>() { "deposit" + produces, "convert" + primaryConsume + "To" + produces, "reproduce", "eat" + dependentOn, "eat" + primaryConsume, "moveUp", "moveDown", "moveLeft", "moveRight" }; if (nonLinearPhenotypeNet) { EcoCreationHelper.createPhenotypeNet(phenoNetCreator, 0, "phenotypeNet", 4, 2, phenoOutputActions, ActivationBehaviorTypes.LogisticAB, ActivationBehaviorTypes.LogisticAB); } else { EcoCreationHelper.createPhenotypeNet(phenoNetCreator, 0, "phenotypeNet", 0, 0, phenoOutputActions, ActivationBehaviorTypes.LogisticAB, ActivationBehaviorTypes.LogisticAB); } // Note: don't call saveNetwork(), call savePhenotypeNetwork() cc.savePhenotypeNetwork(); //Debug.Log("finished creating phenotype net"); // create network to sense external resource levels /**** net1 ****/ // user adds a network NetworkEditor netCreator = cc.addNetwork(NetworkType.regular); List <string> resourcesToSense = creatureResources; // sense resources creature can store List <string> outputActions = new List <string>() { "deposit" + produces, "convert" + primaryConsume + "To" + produces, "reproduce", "eat" + dependentOn, "eat" + primaryConsume, "moveUp", "moveDown", "moveLeft", "moveRight" }; EcoCreationHelper.makeSensoryInputNetwork(netCreator, 0, "externalNet", resourcesToSense, outputActions, 1, 6, ActivationBehaviorTypes.LogisticAB, ActivationBehaviorTypes.LogisticAB); // user clicks save on network creator cc.saveNetwork(); // sense internal levels of resources NetworkEditor InternalNetCreator = cc.addNetwork(NetworkType.regular); // sense all creature resources again, this time internally resourcesToSense = creatureResources; // use all output actions again outputActions = new List <string>() { "deposit" + produces, "convert" + primaryConsume + "To" + produces, "reproduce", "eat" + dependentOn, "eat" + primaryConsume, "moveUp", "moveDown", "moveLeft", "moveRight" }; EcoCreationHelper.makeInternalInputNetwork(InternalNetCreator, 0, "internalNet", resourcesToSense, outputActions, 1, 6, ActivationBehaviorTypes.LogisticAB, ActivationBehaviorTypes.LogisticAB); // user clicks save on network creator cc.saveNetwork(); Dictionary <string, string> actionNameByNetName = new Dictionary <string, string>() { { "outNetUp", "moveUp" }, { "outNetDown", "moveDown" }, { "outNetLeft", "moveLeft" }, { "outNetRight", "moveRight" }, { "outNetEat" + primaryConsume, "eat" + primaryConsume }, { "outNetEat" + dependentOn, "eat" + dependentOn }, { "outNetRepro", "reproduce" }, { "outNetDeposit" + produces, "deposit" + produces }, { "outNetConvert", "convert" + primaryConsume + "To" + produces } }; EcoCreationHelper.createOutputNetworks(cc, 1, actionNameByNetName, 0, 0, ActivationBehaviorTypes.LogisticAB, ActivationBehaviorTypes.LogisticAB); //cc.creature.printNetworks(); // adds creature to list of founders ecoCreator.addToFounders(); // saves founders to ecosystem species list ecoCreator.saveFoundersToSpecies(); }