private static Priority GetPriority(Needs CurrentNeeds)
        {
            float thirst = CurrentNeeds.Thirst;
            float hunger = CurrentNeeds.Hunger;
            float cold = CurrentNeeds.Cold;
            float hot = CurrentNeeds.Hot;
            float health = CurrentNeeds.Health;

            if ((thirst > 50.0f) && (hunger > 50.0f) && (cold > 50.0f)
                && (hot > 50.0f) && (health > 50.0f))
            {
                return Priority.None;
            }
            else if (thirst < 10.0f)
            {
                return Priority.Water;
            }
            else if (health < 15.0f)
            {
                return Priority.Medicine;
            }
            else if ( (hot < 15.0f) || (cold < 15.0f) )
            {
                return Priority.Shelter;
            }
            else if (hunger < 10.0f)
            {
                return Priority.Food;
            }
            else if ((thirst > 30.0f) && (hunger > 30.0f) && (cold > 30.0f)
                && (hot > 30.0f) && (health < 30.0f))
            {
                return Priority.Medicine;
            }
            else if ((thirst > 40.0f) && (hunger > 40.0f) && ((cold < 50.0f)
                || (hot < 50.0f)) && (health > 40.0f))
            {
                return Priority.Shelter;
            }
            else if ((thirst < 20.0f) && (hunger > 50.0f) && ((cold > 40.0f)
                || (hot > 40.0f)) && (health > 50.0f))
            {
                return Priority.Water;
            }
            else if ((thirst > 50.0f) && (hunger > 50.0f) && (cold > 50.0f)
                && (hot > 50.0f) && (health < 50.0f))
            {
                return Priority.Medicine;
            }
            else
            {
                return Priority.None;
            }
        }
Ejemplo n.º 2
0
        public void Update(GameTime gameTime)
        {
            if (IsDead)
                return;

            if (currentPosition.X < 0)
            {
                currentPosition.X += SCALE_FACTOR;
            }
            else if (currentPosition.X > SCALE_FACTOR)
            {
                currentPosition.X -= SCALE_FACTOR;
            }
            if (currentPosition.Y < 0)
            {
                currentPosition.Y += SCALE_FACTOR;
            }
            else if (currentPosition.Y > SCALE_FACTOR)
            {
                currentPosition.Y -= SCALE_FACTOR;
            }

            if ((this.NearestKnownWaterSource.HasValue) &&
                (Vector2.DistanceSquared(currentPosition,
            NearestKnownWaterSource.Value) < 30000)
                && CurrentThirst < 100.0f)
            {
                CurrentThirst += 0.05f;
            }
            else
            {
                CurrentThirst -= 0.001f * characterProperties.thirstDecay;
            }
            if ((this.NearestKnownTempSource.HasValue) &&
                (Vector2.DistanceSquared(currentPosition, NearestKnownTempSource.Value) < 30000))
            {
                if (CurrentHotTemp < 100.0f) { CurrentHotTemp += 5.0f; }
                if (CurrentColdTemp < 100.0f) { CurrentColdTemp += 5.0f; }
            }
            else if ( (CurrentHotTemp < 80.0f) )
            {
                if (RANDOM.Next(2) == 0)
                {
                    CurrentHotTemp += (float) (RANDOM.NextDouble() * (0.05 * characterProperties.hotTempMultiplier));
                    //CurrentColdTemp += (float) (RANDOM.NextDouble() * (0.05 * characterProperties.coldTempMultiplier));
                }
                else
                {
                    CurrentHotTemp -= (float) (RANDOM.NextDouble() * (0.05 * characterProperties.hotTempMultiplier));
                    //CurrentColdTemp += (float) (RANDOM.NextDouble() * (0.05 * characterProperties.coldTempMultiplier));
                }
            }
            else if (CurrentColdTemp < 80.0f)
            {
                if (RANDOM.Next(2) == 0)
                {
                    //CurrentHotTemp += (float)(RANDOM.NextDouble() * (0.05 * characterProperties.hotTempMultiplier));
                    CurrentColdTemp += (float)(RANDOM.NextDouble() * (0.05 * characterProperties.coldTempMultiplier));
                }
                else
                {
                    //CurrentHotTemp += (float)(RANDOM.NextDouble() * (0.05 * characterProperties.hotTempMultiplier));
                    CurrentColdTemp -= (float)(RANDOM.NextDouble() * (0.05 * characterProperties.coldTempMultiplier));
                }
            }
            if ((this.NearestKnownHealthSource.HasValue) &&
                (Vector2.DistanceSquared(currentPosition, NearestKnownHealthSource.Value) < 30000)
                && CurrentHealth < 100.0f)
            {
                CurrentHealth += 0.05f;
            }
            else
            {

            }
            if ((this.NearestKnownFoodSource.HasValue) &&
                (Vector2.DistanceSquared(currentPosition,
            NearestKnownWaterSource.Value) < 30000)
                && CurrentHunger < 100.0f)
            {
                CurrentHunger += 0.05f;
            }
            else
            {
                CurrentHunger -= (0.001f * characterProperties.hungerDecay);
            }

            Needs CurrentNeeds = new Needs();
            CurrentNeeds.Cold = CurrentColdTemp;
            CurrentNeeds.Health = CurrentHealth;
            CurrentNeeds.Hot = CurrentHotTemp;
            CurrentNeeds.Thirst = CurrentThirst;
            CurrentNeeds.Hunger = CurrentHunger;

            bool HasUrgentNeeds = CurrentNeeds.AreUrgent();

            float speedMultiplier = 0.0f;
            if (!HasUrgentNeeds && (Vector2.DistanceSquared(currentPosition, goal) > 64000))
            {
                goal = DecisionProcessing.RandomGoal(currentPosition);
            }
            else
            {

                KnowledgeModel Knowledge = new KnowledgeModel();
                Knowledge.ClosestWater =
                    (NearestKnownWaterSource.HasValue) ? NearestKnownWaterSource.Value : (Vector2?)null;
                Knowledge.ClostestFood =
                    (NearestKnownFoodSource.HasValue) ? NearestKnownFoodSource.Value : (Vector2?)null;
                Knowledge.ClosestMedicine =
                    (NearestKnownHealthSource.HasValue) ? NearestKnownHealthSource.Value : (Vector2?)null;
                Knowledge.ClosestShelter =
                    (NearestKnownTempSource.HasValue) ? NearestKnownTempSource.Value : (Vector2?)null;
                Knowledge.ClosestGameAction =
                    (NearestInstructionDirection.HasValue) ? NearestInstructionDirection.Value : (Vector2?)null;

                goal = DecisionProcessing.Run(currentPosition, Knowledge, CurrentNeeds, CurrentBehaviour);
                speedMultiplier = 3.0f;
            }

            Vector2 direction = goal - currentPosition;

            if ((Vector2.DistanceSquared(goal, currentPosition) > 2.5))
            {
                direction.Normalize();
                currentPosition += (direction * speedMultiplier);
            }
        }
        public static Vector2 Run(Vector2 Position, KnowledgeModel Knowledge,
            Needs Needs, Behaviour Behaviour)
        {
            if (Knowledge.ClosestGameAction.HasValue &&
                Behaviour == Behaviour.Conforming)
            {
                return (Vector2) Knowledge.ClosestGameAction;
            }

            bool IsSatisfied = false;
            Priority myPriority = GetPriority(Needs);
            for (int i = 1; (i < 5) && (IsSatisfied == false); i++)
            {
                if (CanBeSatisfied(Position, myPriority, Knowledge) == true)
                {
                    IsSatisfied = true;
                    break;
                }
                Needs.Eliminate(myPriority);
                myPriority = GetPriority(Needs);
            }
            if (IsSatisfied == false)
            {
                myPriority = Priority.None;
            }

            return RunPriority(myPriority, Knowledge, Position);
        }