Esempio n. 1
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        public WorldModelDST(PreWorldState preWorldState)
        {
            this.Parent = null;

            this.Walter    = preWorldState.Walter;
            this.Cycle     = preWorldState.Cycle;
            this.CycleInfo = preWorldState.CycleInfo;
        }
Esempio n. 2
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 public WorldModelDST(Character character, float cycle, int[] cycleInfo, List <ActionDST> availableActions, WorldModelDST parent)
 {
     this.Walter           = character;
     this.Cycle            = cycle;
     this.CycleInfo        = cycleInfo;
     this.AvailableActions = availableActions;
     this.Parent           = parent;
 }
Esempio n. 3
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 public WorldModelDST(Character character, List <Pair <Pair <string, int>, Pair <int, int> > > worldObjects, List <Pair <string, int> > possessedItems, List <string> equippedItems, float cycle, int[] cycleInfo, List <ActionDST> availableActions, WorldModelDST parent, List <Pair <string, int> > fuel, List <Tuple <string, int, int> > fire)
 {
     this.Walter           = character;
     this.WorldObjects     = worldObjects;
     this.PossessedItems   = possessedItems;
     this.EquippedItems    = equippedItems;
     this.Cycle            = cycle;
     this.CycleInfo        = cycleInfo;
     this.AvailableActions = availableActions;
     this.Parent           = parent;
     this.Fuel             = fuel;
     this.Fire             = fire;
 }
Esempio n. 4
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 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. 5
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 public WorldModelOLD_DST(Character character, List <Pair <Pair <string, int>, Pair <int, int> > > worldObjects, List <Pair <string, int> > possessedItems, List <string> equippedItems, float cycle, int[] cycleInfo, List <ActionDST> availableActions, WorldModelDST parent, List <Pair <string, int> > fuel, List <Tuple <string, int, int> > fire)
     : base(character, cycle, cycleInfo, availableActions, parent)
 {
     this.WorldObjects   = worldObjects;
     this.PossessedItems = possessedItems;
     this.EquippedItems  = equippedItems;
     this.Fuel           = fuel;
     this.Fire           = fire;
 }
Esempio n. 6
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        public WorldModelDST(PreWorldState preWorldState)
        {
            this.Parent = null;

            this.Walter    = preWorldState.Walter;
            this.Cycle     = preWorldState.Cycle;
            this.CycleInfo = preWorldState.CycleInfo;

            //Getting Inventory from PreWorldState

            int size1 = preWorldState.Inventory.Count;

            this.PossessedItems = new List <Pair <string, int> >(size1);

            for (int i = 0; i < size1; i++)
            {
                Pair <string, int> tuple1 = new Pair <string, int>(preWorldState.Inventory[i].Item1, preWorldState.Inventory[i].Item3);
                this.PossessedItems.Add(tuple1);
            }

            //Getting Fuel items from PreWorldState

            this.Fuel = new List <Pair <string, int> >(preWorldState.Fuel.Count);

            foreach (var fuelItem in preWorldState.Fuel)
            {
                Pair <string, int> tuple1 = new Pair <string, int>(fuelItem.Item1, fuelItem.Item3);
                this.Fuel.Add(tuple1);
            }

            //Getting Fire Info

            this.Fire = preWorldState.Fire;

            //Getting Equipped items from PreWorldState

            int size2 = preWorldState.Equipped.Count;

            this.EquippedItems = new List <string>(size2);

            for (int i = 0; i < size2; i++)
            {
                this.EquippedItems.Add(preWorldState.Equipped[i].Item1);
            }

            //Getting WorldObjects from PreWorldState's Entities

            int size3 = preWorldState.Entities.Count;

            this.WorldObjects = new List <Pair <Pair <string, int>, Pair <int, int> > >(size3);

            for (int i = 0; i < size3; i++)
            {
                Pair <string, int> npair = new Pair <string, int>(preWorldState.Entities[i].Prefab, preWorldState.Entities[i].Quantity);
                Pair <Pair <string, int>, Pair <int, int> > tolist = new Pair <Pair <string, int>, Pair <int, int> >(npair, preWorldState.Entities[i].Position);
                this.WorldObjects.Add(tolist);
            }

            //Getting Available Actions

            this.AvailableActions = new List <ActionDST>();
            ActionDST action = new Wander();

            this.AvailableActions.Add(action);

            if (WorldHas("campfire") && preWorldState.Cycle >= Convert.ToSingle(13 - preWorldState.CycleInfo[2]))
            {
                action = new Stay("campfire");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("firepit") && preWorldState.Cycle >= Convert.ToSingle(13 - preWorldState.CycleInfo[2]))
            {
                action = new Stay("firepit");
                this.AvailableActions.Add(action);
            }
            if (HasFuel() && WorldHas("campfire"))
            {
                action = new AddFuel("campfire");
                this.AvailableActions.Add(action);
            }
            if (HasFuel() && WorldHas("firepit"))
            {
                action = new AddFuel("firepit");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("tree") && (Possesses("axe") || IsEquipped("axe")))
            {
                action = new Grab("tree");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("log"))
            {
                action = new Grab("log");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("sapling"))
            {
                action = new Grab("sapling");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("twigs"))
            {
                action = new Grab("twigs");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("flint"))
            {
                action = new Grab("flint");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("cutgrass"))
            {
                action = new Grab("cutgrass");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("grass"))
            {
                action = new Grab("grass");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("boulder") && (Possesses("pickaxe") || IsEquipped("pickaxe")))
            {
                action = new Grab("boulder");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("rocks"))
            {
                action = new Grab("rocks");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("berrybush"))
            {
                action = new Grab("berrybush");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("berries"))
            {
                action = new Grab("berries");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("carrot"))
            {
                action = new Grab("carrot");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("carrot_planted"))
            {
                action = new Grab("carrot_planted");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("axe"))
            {
                action = new Grab("axe");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("pickaxe"))
            {
                action = new Grab("pickaxe");
                this.AvailableActions.Add(action);
            }
            if (WorldHas("torch"))
            {
                action = new Grab("torch");
                this.AvailableActions.Add(action);
            }
            if (Possesses("log", 2) && Possesses("cutgrass", 3))
            {
                action = new Build("campfire");
                this.AvailableActions.Add(action);
            }
            if (Possesses("log", 2) && Possesses("rocks", 12))
            {
                action = new Build("firepit");
                this.AvailableActions.Add(action);
            }
            if (Possesses("cutgrass", 2) && Possesses("twigs", 2))
            {
                action = new Build("torch");
                this.AvailableActions.Add(action);
            }
            if (Possesses("twigs", 1) && Possesses("flint", 1))
            {
                action = new Build("axe");
                this.AvailableActions.Add(action);
            }
            if (Possesses("twigs", 2) && Possesses("flint", 2))
            {
                action = new Build("pickaxe");
                this.AvailableActions.Add(action);
            }
            if (Possesses("berries"))
            {
                action = new Eat("berries");
                this.AvailableActions.Add(action);
            }
            if (Possesses("carrot"))
            {
                action = new Eat("carrot");
                this.AvailableActions.Add(action);
            }
            if (Possesses("torch"))
            {
                action = new Equip("torch");
                this.AvailableActions.Add(action);
            }
            if (IsEquipped("torch"))
            {
                action = new Unequip("torch");
                this.AvailableActions.Add(action);
            }
        }