// Constructor public Node(Node parent, float cost, Dictionary <string, int> allStates, GoalAction action) { this.parent = parent; this.cost = cost; this.state = new Dictionary <string, int>(allStates); this.action = action; }
public static void doDone(GoalAction actionObject) { LogicEvent.fire2Rendering("onBallGoal", actionObject.team, actionObject.door, actionObject.objectID); LogicEvent.fire2Lua("onGoal", actionObject.door == Location.kLeftDoor); var scene = SceneViews.instance.getCurFBScene(); scene.recordingAnimatorState = false; scene.setActorsAnimatorController(true); }
public bool CreateGoalAction(GoalAction instance) { if (instance.Id != 0) { return(false); } Db.GoalActions.Add(instance); Db.SaveChanges(); return(true); }
public bool RemoveGoalAction(int idGoalAction) { GoalAction instance = Db.GoalActions.Find(idGoalAction); if (instance == null) { return(false); } Db.GoalActions.Remove(instance); Db.SaveChanges(); return(true); }
//remove and action from a list of actions private List <GoalAction> ActionSubset(List <GoalAction> actions, GoalAction removeMe) { List <GoalAction> subset = new List <GoalAction>(); foreach (GoalAction a in actions) { if (!a.Equals(removeMe)) { subset.Add(a); } } return(subset); }
public bool UpdateGoalAction(GoalAction instance) { GoalAction cache = Db.GoalActions.Find(instance.Id); if (cache == null) { return(false); } //TODO : Update fields for GoalAction Db.Entry(instance).State = EntityState.Modified; Db.SaveChanges(); return(true); }
// Overloaded Constructor public Node(Node parent, float cost, Dictionary <string, int> allStates, Dictionary <string, int> beliefStates, GoalAction action) { this.parent = parent; this.cost = cost; this.state = new Dictionary <string, int>(allStates); //as well as the world states add the agents beliefs as states that can be //used to match preconditions foreach (KeyValuePair <string, int> b in beliefStates) { if (!this.state.ContainsKey(b.Key)) { this.state.Add(b.Key, b.Value); } } this.action = action; }