Esempio n. 1
0
 public WorldModelFEAR_DST(Character character, Pair <int[], Pair <int, int>[]> worldObjects, int[] possessedItems, HandleableEquipment handEquipped, float cycle, int[] cycleInfo, List <ActionDST> availableActions, WorldModelDST parent)
     : base(character, cycle, cycleInfo, availableActions, parent)
 {
     this.WorldObjects    = worldObjects.Item1;
     this.WorldObjectsPos = worldObjects.Item2;
     this.PossessedItems  = possessedItems;
     this.HandEquipped    = handEquipped;
 }
Esempio n. 2
0
        public WorldModelFEAR_DST(PreWorldState preWorldState) : base(preWorldState)
        {
            //Getting Inventory from PreWorldState

            int size1 = preWorldState.Inventory.Count;

            this.PossessedItems = new int[POSSESSED_ITEMS_NUM];

            for (int i = 0; i < size1; i++)
            {
                if (PossessedItemsIndex.ContainsKey(preWorldState.Inventory[i].Item1))
                {
                    this.PossessedItems[PossessedItemsIndex[preWorldState.Inventory[i].Item1]] =
                        preWorldState.Inventory[i].Item3;
                }
            }

            //Getting Equipped items from PreWorldState

            this.HandEquipped = preWorldState.Equipped.Count > 0 ? (HandleableEquipment)WorldObjectsIndex[preWorldState.Equipped[0].Item1] : HandleableEquipment.none;

            //Getting WorldObjects from PreWorldState's Entities

            int size3 = preWorldState.Entities.Count;

            this.WorldObjects    = new int[WORLD_ITEMS_NUM];
            this.WorldObjectsPos = new Pair <int, int> [WORLD_ITEMS_NUM];

            for (int i = 0; i < size3; i++)
            {
                if (WorldObjectsIndex.ContainsKey(preWorldState.Entities[i].Prefab))
                {
                    this.WorldObjects[WorldObjectsIndex[preWorldState.Entities[i].Prefab]]    = preWorldState.Entities[i].Quantity;
                    this.WorldObjectsPos[WorldObjectsIndex[preWorldState.Entities[i].Prefab]] = preWorldState.Entities[i].Position;
                }
            }

            //Getting Available Actions

            getActions();
            PrintWorldObjects(CheckWorldObjects());
            PrintInventory();
        }
Esempio n. 3
0
 public override void RemoveFromEquipped(string item)
 {
     this.HandEquipped = HandleableEquipment.none;
 }
Esempio n. 4
0
 public override void AddToEquipped(string item)
 {
     this.HandEquipped = (HandleableEquipment)PossessedItemsIndex[item];
 }