ToDto() public method

public ToDto ( ) : EmotionDispositionDTO
return EmotionalAppraisal.DTOs.EmotionDispositionDTO
        /// <summary>
        /// Returns the emotional dispotion associated to a given emotion type.
        /// </summary>
        /// <param name="emotionType">The emotion type key of the emotional disposition to retrieve</param>
        /// <returns>The dto containing the retrieved emotional disposition information</returns>
        public EmotionDispositionDTO GetEmotionDisposition(String emotionName)
        {
            EmotionDisposition disp;

            if (this.m_emotionDispositions.TryGetValue(emotionName, out disp))
            {
                return(disp.ToDto());
            }

            return(m_defaultEmotionalDisposition.ToDto());
        }
        private static EmotionalAppraisalAsset BuildTestAsset()
        {
            //Emotional System Setup
            var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset("Agent");
            m_emotionalAppraisalAsset.Perspective = "Test";

            //Setup Emotional Disposition

            //var loveDisposition = new EmotionDisposition(OCCEmotionType.Love.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(loveDisposition);

            //var hateDisposition = new EmotionDisposition(OCCEmotionType.Hate.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hateDisposition);

            //var hopeDisposition = new EmotionDisposition(OCCEmotionType.Hope.Name, 8, 4);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hopeDisposition);

            //var fearDisposition = new EmotionDisposition(OCCEmotionType.Fear.Name, 2, 1);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearDisposition);

            //var satisfactionDisposition = new EmotionDisposition(OCCEmotionType.Satisfaction.Name, 8, 5);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(satisfactionDisposition);

            //var reliefDisposition = new EmotionDisposition(OCCEmotionType.Relief.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(reliefDisposition);

            //var fearsConfirmedDisposition = new EmotionDisposition(OCCEmotionType.FearsConfirmed.Name, 2, 1);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearsConfirmedDisposition);

            //var disapointmentDisposition = new EmotionDisposition(OCCEmotionType.Disappointment.Name, 5, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(disapointmentDisposition);

            var joyDisposition = new EmotionDisposition(OCCEmotionType.Joy.Name, 2, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(joyDisposition.ToDto());

            var distressDisposition = new EmotionDisposition(OCCEmotionType.Distress.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(distressDisposition.ToDto());

            //var happyForDisposition = new EmotionDisposition(OCCEmotionType.HappyFor.Name, 5, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(happyForDisposition);

            //var pittyDisposition = new EmotionDisposition(OCCEmotionType.Pitty.Name, 2, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(pittyDisposition);

            //var resentmentDisposition = new EmotionDisposition(OCCEmotionType.Resentment.Name, 2, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(resentmentDisposition);

            //var gloatingDisposition = new EmotionDisposition(OCCEmotionType.Gloating.Name, 8, 5);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(gloatingDisposition);

            var prideDisposition = new EmotionDisposition(OCCEmotionType.Pride.Name, 5, 5);
            m_emotionalAppraisalAsset.AddEmotionDisposition(prideDisposition.ToDto());

            var shameDisposition = new EmotionDisposition(OCCEmotionType.Shame.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(shameDisposition.ToDto());

            var gratificationDisposition = new EmotionDisposition(OCCEmotionType.Gratification.Name, 8, 5);
            m_emotionalAppraisalAsset.AddEmotionDisposition(gratificationDisposition.ToDto());

            var remorseDisposition = new EmotionDisposition(OCCEmotionType.Remorse.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(remorseDisposition.ToDto());

            var admirationDisposition = new EmotionDisposition(OCCEmotionType.Admiration.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(admirationDisposition.ToDto());

            var reproachDisposition = new EmotionDisposition(OCCEmotionType.Reproach.Name, 8, 2);
            m_emotionalAppraisalAsset.AddEmotionDisposition(reproachDisposition.ToDto());

            var gratitudeDisposition = new EmotionDisposition(OCCEmotionType.Gratitude.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(gratitudeDisposition.ToDto());

            var angerDisposition = new EmotionDisposition(OCCEmotionType.Anger.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(angerDisposition.ToDto());

            //Setup appraisal rules

            AppraisalRule petAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Pet,self)");
            petAppraisalRule.TriggersOnFailedActivation = true;
            petAppraisalRule.Desirability = 10;
            //petAppraisalRule.Like = 7;
            //m_emotionalAppraisalAsset.AddAppraisalRule(petAppraisalRule);

            AppraisalRule slapAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Slap,self)");
            slapAppraisalRule.Desirability = -10;
            //slapAppraisalRule.Like = -15;
            //m_emotionalAppraisalAsset.AddAppraisalRule(slapAppraisalRule);

            AppraisalRule feedAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Feed,self)");
            feedAppraisalRule.Desirability = 5;
            feedAppraisalRule.Praiseworthiness = 10;
            //m_emotionalAppraisalAsset.AddAppraisalRule(feedAppraisalRule);

            AppraisalRule screamMad = new AppraisalRule((Name)"Event(EventObject,*,Talk(High,Mad),self)");
            screamMad.Desirability = -7;
            screamMad.Praiseworthiness = -15;
            //screamMad.Like = -4;
            //m_emotionalAppraisalAsset.AddAppraisalRule(screamMad);

            AppraisalRule talkSoftAppraisalRule = new AppraisalRule((Name)"Event(EventObject,*,Talk(Low,Happy),self)");
            talkSoftAppraisalRule.Praiseworthiness = 5;
            //talkSoftAppraisalRule.Like = 5;
            //m_emotionalAppraisalAsset.AddAppraisalRule(talkSoftAppraisalRule);

            //Generate emotion

            m_emotionalAppraisalAsset.AppraiseEvents(new []{ (Name)"Event(EventObject,*,Slap(Hard),self)" });

            //Add knowledge
            var kb = m_emotionalAppraisalAsset.Kb;
            kb.Tell((Name)"Strength(John)", (byte)5,true,KnowledgeVisibility.Self);
            kb.Tell((Name)"Strength(Mary)", (sbyte)3, true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Strength(Leonidas)", (short)500, true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Strength(Goku)", (uint)9001f, true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Strength(SuperMan)", ulong.MaxValue, true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Strength(Saitama)", float.MaxValue, true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Race(Saitama)", "human", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Race(Superman)", "kriptonian", true, KnowledgeVisibility.Universal);
            kb.Tell((Name)"Race(Goku)", "sayian",true,KnowledgeVisibility.Self);
            kb.Tell((Name)"Race(Leonidas)", "human", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Race(Mary)", "human", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Race(John)", "human", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Job(Saitama)", "super-hero",false,KnowledgeVisibility.Self);
            kb.Tell((Name)"Job(Superman)", "super-hero", true, KnowledgeVisibility.Universal);
            kb.Tell((Name)"Job(Leonidas)", "Spartan", false, KnowledgeVisibility.Self);
            kb.Tell((Name)"AKA(Saitama)", "One-Punch_Man", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"AKA(Superman)", "Clark_Kent", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"AKA(Goku)", "Kakarot", true, KnowledgeVisibility.Self);
            kb.Tell((Name)"Hobby(Saitama)", "super-hero", false, KnowledgeVisibility.Self);
            kb.Tell((Name)"Hobby(Goku)", "training", true, KnowledgeVisibility.Universal);

            return m_emotionalAppraisalAsset;
        }
        private static EmotionalAppraisalAsset BuildTestAsset()
        {
            //Emotional System Setup
            var m_emotionalAppraisalAsset = new EmotionalAppraisalAsset("Agent");
            m_emotionalAppraisalAsset.SetPerspective("Test");

            //Setup Emotional Disposition

            //var loveDisposition = new EmotionDisposition(OCCEmotionType.Love.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(loveDisposition);

            //var hateDisposition = new EmotionDisposition(OCCEmotionType.Hate.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hateDisposition);

            //var hopeDisposition = new EmotionDisposition(OCCEmotionType.Hope.Name, 8, 4);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(hopeDisposition);

            //var fearDisposition = new EmotionDisposition(OCCEmotionType.Fear.Name, 2, 1);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearDisposition);

            //var satisfactionDisposition = new EmotionDisposition(OCCEmotionType.Satisfaction.Name, 8, 5);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(satisfactionDisposition);

            //var reliefDisposition = new EmotionDisposition(OCCEmotionType.Relief.Name, 5, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(reliefDisposition);

            //var fearsConfirmedDisposition = new EmotionDisposition(OCCEmotionType.FearsConfirmed.Name, 2, 1);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(fearsConfirmedDisposition);

            //var disapointmentDisposition = new EmotionDisposition(OCCEmotionType.Disappointment.Name, 5, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(disapointmentDisposition);

            var joyDisposition = new EmotionDisposition(OCCEmotionType.Joy.Name, 2, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(joyDisposition.ToDto());

            var distressDisposition = new EmotionDisposition(OCCEmotionType.Distress.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(distressDisposition.ToDto());

            //var happyForDisposition = new EmotionDisposition(OCCEmotionType.HappyFor.Name, 5, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(happyForDisposition);

            //var pittyDisposition = new EmotionDisposition(OCCEmotionType.Pitty.Name, 2, 2);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(pittyDisposition);

            //var resentmentDisposition = new EmotionDisposition(OCCEmotionType.Resentment.Name, 2, 3);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(resentmentDisposition);

            //var gloatingDisposition = new EmotionDisposition(OCCEmotionType.Gloating.Name, 8, 5);
            //m_emotionalAppraisalAsset.EmotionalState.AddEmotionDisposition(gloatingDisposition);

            var prideDisposition = new EmotionDisposition(OCCEmotionType.Pride.Name, 5, 5);
            m_emotionalAppraisalAsset.AddEmotionDisposition(prideDisposition.ToDto());

            var shameDisposition = new EmotionDisposition(OCCEmotionType.Shame.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(shameDisposition.ToDto());

            var gratificationDisposition = new EmotionDisposition(OCCEmotionType.Gratification.Name, 8, 5);
            m_emotionalAppraisalAsset.AddEmotionDisposition(gratificationDisposition.ToDto());

            var remorseDisposition = new EmotionDisposition(OCCEmotionType.Remorse.Name, 2, 1);
            m_emotionalAppraisalAsset.AddEmotionDisposition(remorseDisposition.ToDto());

            var admirationDisposition = new EmotionDisposition(OCCEmotionType.Admiration.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(admirationDisposition.ToDto());

            var reproachDisposition = new EmotionDisposition(OCCEmotionType.Reproach.Name, 8, 2);
            m_emotionalAppraisalAsset.AddEmotionDisposition(reproachDisposition.ToDto());

            var gratitudeDisposition = new EmotionDisposition(OCCEmotionType.Gratitude.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(gratitudeDisposition.ToDto());

            var angerDisposition = new EmotionDisposition(OCCEmotionType.Anger.Name, 5, 3);
            m_emotionalAppraisalAsset.AddEmotionDisposition(angerDisposition.ToDto());

            //Setup appraisal rules

            m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO()
            {
                EventMatchingTemplate = "Event(Action-Finished,*,Pet,self)",
                Desirability = 10
            });

            m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO()
            {
                EventMatchingTemplate = "Event(Action-Finished,*,Slap,self)",
                Desirability = -10
            });

            m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO()
            {
                EventMatchingTemplate = "Event(Action-Finished, *, Feed, self)",
                Desirability = 5,
                Praiseworthiness = 10
            });

            m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO()
            {
                EventMatchingTemplate = "Event(Action-Finished,*,Talk(High,Mad),self)",
                Desirability = -7,
                Praiseworthiness = -15
            });

            m_emotionalAppraisalAsset.AddOrUpdateAppraisalRule(new AppraisalRuleDTO()
            {
                EventMatchingTemplate = "Event(Action-Finished,*,Talk(Low,Happy),self)",
                Praiseworthiness = 5
            });

            //Generate emotion

            m_emotionalAppraisalAsset.AppraiseEvents(new []{ "Event(Action-Finished,Player,Slap,self)" });

            //Add knowledge
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(John)",
                Perspective = "self",
                Value = "5"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(Mary)",
                Perspective = "self",
                Value = "3"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(Leonidas)",
                Perspective = "self",
                Value = "500"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(Goku)",
                Perspective = "self",
                Value = "9001"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(SuperMan)",
                Perspective = "self",
                Value = ulong.MaxValue.ToString()
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Strength(Saitama)",
                Perspective = "self",
                Value = double.MaxValue.ToString(CultureInfo.InvariantCulture)
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(Saitama)",
                Perspective = "self",
                Value = "human"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(Mary)",
                Perspective = "self",
                Value = "human"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(John)",
                Perspective = "self",
                Value = "human"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(Leonidas)",
                Perspective = "self",
                Value = "human"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(Goku)",
                Perspective = "self",
                Value = "sayian"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Race(Superman)",
                Perspective = "self",
                Value = "kriptonian"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Job(Superman)",
                Perspective = "self",
                Value = "super-hero"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Job(Jeonidas)",
                Perspective = "self",
                Value = "king"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "AKA(Saitama)",
                Perspective = "self",
                Value = "One-Punch_Man"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "AKA(Saitama)",
                Perspective = "self",
                Value = "Caped_Baldy"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "AKA(Superman)",
                Perspective = "self",
                Value = "Clark_Kent"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "AKA(Goku)",
                Perspective = "self",
                Value = "Kakarot"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Hobby(Saitama)",
                Perspective = "self",
                Value = "super-hero"
            });
            m_emotionalAppraisalAsset.AddOrUpdateBelief(new BeliefDTO()
            {
                Name = "Hobby(Goku)",
                Perspective = "self",
                Value = "training"
            });

            return m_emotionalAppraisalAsset;
        }