public EventPlanner(StateSpaceManager m) { planner = new BestFirstSearchPlanner (); domains = new List<PlanningDomainBase>(); plan = new Stack<DefaultAction> (); stateSpaceManager = m; if(!stateSpaceManager.initalized) stateSpaceManager.init (); IDs = m.IDsOfPlannedEvents; }
/// <summary> /// Creates a new MainWindow. /// </summary> /// <param name="manager">The AuthoredEventManager responsible for managing EventStubs.</param> /// <param name="parent">The parent window.</param> /// <param name="renderer">The renderer for drawing lines.</param> public MainWindow(AuthoredEventManager manager, CrowdAuthoringEditor parent, AbstractLineRenderer renderer) { this.renderer = renderer; this.parent = parent; this.colorGradient = new Gradient(); this.colorGradient.colorKeys = new GradientColorKey[] { new GradientColorKey(Color.red, 0.0f), new GradientColorKey(Color.blue, 0.2f), new GradientColorKey(Color.green, 0.4f), new GradientColorKey(Color.yellow, 0.6f), new GradientColorKey(Color.white, 0.8f), new GradientColorKey(Color.magenta, 1.0f)}; this.colorGradient.alphaKeys = new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) }; this.manager = manager; this.onObjectLeftClick.Add(StartDrawParticipantLine); this.onObjectRightClick.Add((SmartObject obj) => parent.onRepaint.Add(() => AddObjectContextMenu(obj))); this.onEventRightClick.Add((EventStub evnt) => parent.onRepaint.Add(() => AddEventContextMenu(evnt))); this.onEventMouseOver.Add(OnEventMouseOver); this.onEventMouseOut.Add(OnEventMouseOut); AddButtons(); stateSpaceManager = new StateSpaceManager (); }
// Use this for initialization void Awake () { stateSpaceManager = new StateSpaceManager (); }
public EventDomain(StateSpaceManager manager){ this.manager = manager; noStatesInGS = manager.noOfObjects; }
/// <summary> /// Simulate the state of the StateSpaceManager up to a certain Beat (specified by level) /// </summary> public void SimulateUpTo(StateSpaceManager stateSpaceManager, int startLevel, StoryArc story) { stateSpaceManager.resetGlobalState (); for(int i=0; i< startLevel; i++) { foreach(StoryEvent ev in story.Beats[i].Events) { Rules.ClearCache(); Transition implicitPopulated = new Transition(ev); implicitPopulated.populate(stateSpaceManager.globalState.worldstate); stateSpaceManager.changeStateToPostconditionsOf(implicitPopulated); } } }