define needs hierarchy
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@ -2,6 +2,7 @@ package org.studiorailgun.sim.character;
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import org.studiorailgun.Globals;
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import org.studiorailgun.sim.character.emotion.EmotionData;
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import org.studiorailgun.sim.character.needs.NeedsHierarchy;
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import org.studiorailgun.sim.character.vis.CharacterAppearance;
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import org.studiorailgun.sim.space.Location;
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@ -30,6 +31,11 @@ public class Character {
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*/
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EmotionData emotions;
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/**
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* The needs hierarchy for the character
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*/
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NeedsHierarchy needs;
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/**
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* The id of the location of this character is in
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*/
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@ -112,6 +118,15 @@ public class Character {
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return Globals.world.getLocation(this.locationId);
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}
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public NeedsHierarchy getNeeds() {
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return needs;
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}
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public void setNeeds(NeedsHierarchy needs) {
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this.needs = needs;
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}
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}
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@ -0,0 +1,298 @@
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package org.studiorailgun.sim.character.needs;
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/**
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* Structure that stores the desires of a character
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*/
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public class NeedsHierarchy {
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//
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//tier 1 needs
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//
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/**
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* How hungry the character is
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*/
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float hunger;
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/**
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* How thirsty the character is
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*/
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float thirst;
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/**
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* How sheltered the character feels
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*/
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float shelter;
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//
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//tier 2 needs
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//
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/**
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* How likely the character feels that their tier 1 needs will continue to be met in the future
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*/
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float security;
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/**
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* How likely the character feels they will be safe from harm in the immediate future
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*/
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float safety;
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//
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//tier 3 needs
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//
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/**
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* How satisfied the character is with their social life
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*/
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float friendship;
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/**
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* How satisfied the character is with their family life
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*/
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float family;
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//
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//tier 4 needs
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//
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/**
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* How accomplished the character feels at their pursuits
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*/
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float accomplishment;
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/**
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* How free the character feels
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*/
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float freedom;
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/**
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* How high does the character perceive their status in society as being
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*/
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float status;
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//
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//tier 5 needs
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//
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/**
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* How much the character feels they have lived up to their potential
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*/
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float potential;
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public float getHunger() {
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return hunger;
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}
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public void setHunger(float hunger) {
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this.hunger = hunger;
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}
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public float getThirst() {
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return thirst;
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}
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public void setThirst(float thirst) {
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this.thirst = thirst;
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}
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public float getShelter() {
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return shelter;
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}
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public void setShelter(float shelter) {
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this.shelter = shelter;
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}
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public float getSecurity() {
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return security;
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}
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public void setSecurity(float security) {
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this.security = security;
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}
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public float getSafety() {
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return safety;
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}
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public void setSafety(float safety) {
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this.safety = safety;
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}
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public float getFriendship() {
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return friendship;
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}
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public void setFriendship(float friendship) {
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this.friendship = friendship;
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}
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public float getFamily() {
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return family;
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}
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public void setFamily(float family) {
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this.family = family;
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}
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public float getAccomplishment() {
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return accomplishment;
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}
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public void setAccomplishment(float accomplishment) {
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this.accomplishment = accomplishment;
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}
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public float getFreedom() {
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return freedom;
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}
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public void setFreedom(float freedom) {
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this.freedom = freedom;
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}
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public float getStatus() {
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return status;
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}
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public void setStatus(float status) {
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this.status = status;
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}
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public float getPotential() {
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return potential;
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}
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public void setPotential(float potential) {
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this.potential = potential;
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}
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}
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