WorldState GetWorldState() { var worldState = _planner.CreateWorldState(); worldState.Set(IsFatigued, MinerState.Fatigue >= MinerState.MaxFatigue); worldState.Set(IsThirsty, MinerState.Thirst >= MinerState.MaxThirst); worldState.Set(HasEnoughGold, MinerState.Gold >= MinerState.MaxGold); return(worldState); }