public override StateList Simulate(StateList world, StateList goal)
    {
        StateList simulated = (StateList)world.Clone();

        simulated.SetState("IsPatrolling", 1.0f);
        return(simulated);
    }
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    public void StateMatchingPartial()
    {
        // Test a match of a goal that doesn't care about some parts of our world
        // Populate our world
        StateList world = new StateList();

        world.SetState("health", 10.0f);
        world.SetState("ammo", 40.0f);
        world.SetState("locationX", 15.0f);
        world.SetState("locationY", -35.0f);
        // our goal only cares about location
        StateList goal = new StateList();

        goal.SetState("locationX", 15.0f);
        goal.SetState("locationY", -35.0f);
        // This is no longer bidirectional
        Assert.True(world.Matches(goal));
    }
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    public void StateMatchingMissingInfo()
    {
        // Test a match failure of a world that doesn't have info our goal needs
        // Populate our world - no ammo
        StateList world = new StateList();

        world.SetState("health", 10.0f);
        world.SetState("locationX", 15.0f);
        world.SetState("locationY", -35.0f);
        // our goal only cares about location and ammo
        StateList goal = new StateList();

        goal.SetState("ammo", 40.0f);
        goal.SetState("locationX", 15.0f);
        goal.SetState("locationY", -35.0f);
        goal.SaveCache();
        // We can't match info we don't have
        Assert.False(world.Matches(goal));
    }
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    public void StateMatchingPerfect()
    {
        // Tests a perfect match
        // Populate our world
        StateList world = new StateList();

        world.SetState("health", 10.0f);
        world.SetState("ammo", 40.0f);
        world.SetState("locationX", 15.0f);
        world.SetState("locationY", -35.0f);
        // Set our goal
        StateList goal = new StateList();

        goal.SetState("health", 10.0f);
        goal.SetState("ammo", 40.0f);
        goal.SetState("locationX", 15.0f);
        goal.SetState("locationY", -35.0f);
        // They should be perfectly equal
        Assert.True(world.Matches(goal));
        Assert.True(goal.Matches(world));
    }
    // Called when planning, to simulate the effects of the action to the world
    public override StateList Simulate(StateList world)
    {
        StateList applied = world.Copy();

        postconditions.SaveCache();
        // check each property in the state, and change it from precondition to postcondition
        foreach (State postcondition in postconditions.states)
        {
            applied.SetState(postcondition.Name, postcondition.Value);
        }
        return(applied);
    }
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    public void StateMatchingOutOfOrder()
    {
        // Test a match with elements added out of order

        // Populate our world
        StateList world = new StateList();

        world.SetState("health", 10.0f);
        world.SetState("ammo", 40.0f);
        world.SetState("locationX", 15.0f);
        world.SetState("locationY", -35.0f);
        // Set our goal
        StateList goal = new StateList();

        goal.SetState("locationY", -35.0f);
        goal.SetState("ammo", 40.0f);
        goal.SetState("locationX", 15.0f);
        goal.SetState("health", 10.0f);
        // They should still match
        Assert.True(world.Matches(goal));
        Assert.True(goal.Matches(world));
    }
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 // Use this for initialization
 void Start()
 {
     broadcast = true;
     Button    = GetComponent <ButtonLogic>();
     // == PRECONDITIONS == //
     preconditions = new StateList();
     // All of the blocking doors must be opened
     foreach (DoorLogic d in BlockingDoors)
     {
         string state = d.gameObject.name + " is open";
         preconditions.SetState(state, 1.0f);
     }
     // The button has to not be already pressed
     preconditions.SetState(Button.gameObject.name + " is pressed", 0.0f);
     // == POSTCONDITIONS == //
     postconditions = new StateList();
     // Our postconditions is the button is pressed
     postconditions.SetState(Button.gameObject.name + " is pressed", 1.0f);
     // And the door the button was hooked up to is opened
     if (Button.door)
     {
         postconditions.SetState(Button.door.gameObject.name + " is open", 1.0f);
     }
 }