public EmptyProperty(Texture2D spriteSheet, Vector2 startPos)
     : base(spriteSheet, startPos)
 {
     setInteract(true);
     util = new Utility(HUNGER, ENERGY, FOODSTORES);
     setCollide(false);
     setStatic(true);
 }
Exemple #2
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 public Farmland(Texture2D spriteSheet, Vector2 startPos)
     : base(spriteSheet, startPos)
 {
     setInteract(true);
     util = new Utility(5, 5);
     setCollide(false);
     setStatic(true);
 }
Exemple #3
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 public WObject(Texture2D spriteSheet, Vector2 startPos)
     : base(spriteSheet, startPos)
 {
     util = new Utility(0, 0);
     _canInteract = false;
     setCollide(true);
     setStatic(true);
 }
Exemple #4
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        private int hungerRate = 5; //Rate of consumption for food

        #endregion Fields

        #region Constructors

        public Home(Texture2D spriteSheet, Vector2 startPos, int ownID)
            : base(spriteSheet, startPos, ownID)
        {
            setInteract(true);
            util = new Utility(HUNGER, ENERGY, FOODSTORES);
            setCollide(false);
            setStatic(true);
        }
Exemple #5
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        public Farmland(Texture2D spriteSheet, Vector2 startPos, int ownID)
            : base(spriteSheet, startPos, ownID)
        {
            setInteract(true);
            util = new Utility(HUNGER, ENERGY, FOODSTORES);
            setCollide(false);
            setStatic(true);

            util.setRecover(0, 0, FOOD_RECOVER);
        }
Exemple #6
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 public Agent(Texture2D spriteSheet, Vector2 startPos, int logicNum)
     : base(spriteSheet, startPos)
 {
     setLogicType = logicNum;
     energy = 100;
     setDest(D1);
     waypoints = new Stack<Vector2>();
     util = new Utility(1000,1000);
     plan = new List<int>();
     knowledge = new List<WObject>();
 }
Exemple #7
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 public bool Met(Utility u)
 {
     if (u != null)
     {
         if (hunger < u.hunger)
         {
             return false;
         }
         if (energy < u.energy)
         {
             return false;
         }
     }
     return true;
 }
Exemple #8
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 public Agent(Texture2D spriteSheet, Vector2 startPos, int logicNum, int id)
     : base(spriteSheet, startPos)
 {
     agentID = id;
     setLogicType = logicNum;
     energy = 100;
     setDest(D1);
     waypoints = new Stack<Vector2>();
     util = new Utility(1000,1000,0);
     util.setDecay(HUNGER_DECAY, ENERGY_DECAY, FOOD_DECAY);
     util.setRecover(0,0,0);
     plan = new List<int>();
     knowledge = new List<WObject>();
     property = new List<WObject>();
     people = new List<Agent>();
     goal = new Utility(0,0,0);
     goalObject = null;
     home = null;
 }
Exemple #9
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 public void Add(Utility u)
 {
     hunger += u.hunger;
     energy += u.energy;
     foodStores += u.foodStores;
 }
Exemple #10
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 private void Use(Utility u)
 {
     util.Add(u);
 }
Exemple #11
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        /*
         * This logic code makes use of the utility metric to make its decisions in as close to an approximation to human behavior has possible,
         * basing its choices on Maslow's Heirarchy of Needs.  It is called on each update, and performs the following procedure:
         *
         * 1. Calls the utility's Decay function, emulating regular use of resources such as food and energy.
         *
         * 2. Examines remaining utility and determines what is the highest priority based on increasing preference to lower levels of the heirarchy.
         * For example, if the agent is low on hunger, they will attempt to find food.  If both hunger and energy (1st level) are satisfied
         * and there is no immediate danger(2nd level), the agent will reach out into social activities(3rd level)
         *
         * 3. If there are no immedaite needs, the agent will attempt to predict a future possible need and if action is required, such as
         * working a farmland for food now so that there is food available later, even if the agent is not immedaitely hungry.
         *
         * 4. Once the end result is determined, the agent will search through its knowledgebase for a world object that will satisfy its
         * decision.  World objects include houses, farmland, stores, and even people.  Agents have a limited 'vision', and must discover new
         * objects before they are added to its knowledgebase.  The choice of object to use will depend on its available and relevant utility,
         * and its distance from the agent (particularly for time-critical utility like food).
         *
         * 5. After an object to use is selected, the coordinates for that object are set as the new destination and the agent moves toward
         * their destination.
         */
        private void maslowLogic()
        {
            //Note to self:  should the logic only be called at destinations/impulse events to cut down on aimless wandering/cycle use?

            //1. Calls the utility's Decay function, emulating regular use of resources such as food and energy.
            util.Decay();

            /*
             * 2. Examines remaining utility and determines what is the highest priority based on increasing preference to lower levels of the heirarchy.
             * For example, if the agent is low on hunger, they will attempt to find food.  If both hunger and energy (1st level) are satisfied
             * and there is no immediate danger(2nd level), the agent will reach out into social activities(3rd level)
             */
            //Level 1
            if (util.hunger < util.concern)
            {
                goal = new Utility(util.stable, util.stable);
                Console.WriteLine("Food Concern");
                if (util.hunger < util.critical)
                {
                    Console.WriteLine("Food Critical");
                    /*goal hunger = concern*/
                }
            }

            /*
            if (util.energy < util.concern)
            {   //Goal energy = stable
                if (util.energy < util.critical)
                {
                    //goal energy = concern
              * }
            }/**/

            /*if (level2) //If both hunger and energy are not critical
            {
                //level 2 evaluation
            }*/

            //find level 1
            if (goal != null)
            {
                if (!util.Met(goal))
                {
                    WObject choice = null;
                    foreach (WObject o in knowledge)
                    {
                        choice = o;
                    }
                    if (choice != null)
                        setDest(choice.getPos());
                }
                else
                {
                    goal = null;
                    setDest(D2);
                }
            }

            if (atDest())
            {
                if (destination.Equals(D1)) destination = D2;
                else if (destination.Equals(D2)) destination = D1;
            }
        }
Exemple #12
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 public void Add(Utility u)
 {
     hunger += u.hunger;
     energy += u.energy;
 }