Пример #1
0
        public ConcreteEmotionalState()
        {
            this.emotionPool = new Dictionary <string, ActiveEmotion>();

            this.mood = new Mood();
            this.appraisalConfiguration = new EmotionalAppraisalConfiguration();
        }
Пример #2
0
        /// <summary>
        /// Decays the emotion according to the system's time
        /// </summary>
        /// <returns>the intensity of the emotion after being decayed</returns>
        internal void DecayEmotion(EmotionalAppraisalConfiguration configuration, ulong tick)
        {
            var    delta  = tick - tickATt0;
            double lambda = Math.Log(configuration.HalfLifeDecayConstant) / configuration.EmotionalHalfLifeDecayTime;
            float  decay  = (float)Math.Exp(lambda * this.Decay * delta);

            Intensity = intensityATt0 * decay;
        }
Пример #3
0
        public void SetMoodValue(float value, EmotionalAppraisalConfiguration config)
        {
            value = value < -10 ? -10 : (value > 10 ? 10 : value);
            if (Math.Abs(value) < config.MinimumMoodValueForInfluencingEmotions)
            {
                value = 0;
            }

            this._intensityATt0 = this._intensity = value;
        }
Пример #4
0
        /// <summary>
        /// Updates the character's mood when a given emotion is "felt" by the character.
        /// </summary>
        /// <param name="emotion">the ActiveEmotion that will influence the agent's current mood</param>
        public void UpdateMood(ActiveEmotion emotion, EmotionalAppraisalConfiguration config, ulong tick)
        {
            if (!emotion.InfluenceMood)
            {
                return;
            }

            this._tickT0 = tick;
            float scale = (float)emotion.Valence;

            SetMoodValue(this._intensity + scale * (emotion.Intensity * config.EmotionInfluenceOnMoodFactor), config);
        }
Пример #5
0
        /// <summary>
        /// Decays the mood according to the agent's simulated time
        /// </summary>
        /// <returns>the mood's intensity after being decayed</returns>
        public void DecayMood(EmotionalAppraisalConfiguration config, float tick)
        {
            if (this._intensityATt0 == 0)
            {
                this._intensity = 0;
                return;
            }

            var delta = (tick - this._tickT0);

            double lambda = Math.Log(config.HalfLifeDecayConstant) / config.MoodHalfLifeDecayTime;

            _intensity = (float)(this._intensityATt0 * Math.Exp(lambda * delta));

            if (Math.Abs(this._intensity) < config.MinimumMoodValueForInfluencingEmotions)
            {
                this._intensity = this._intensityATt0 = 0;
                this._tickT0    = 0;
            }
        }
Пример #6
0
        public void SetObjectData(ISerializationData dataHolder, ISerializationContext context)
        {
            if (emotionPool == null)
            {
                emotionPool = new Dictionary <string, ActiveEmotion>();
            }
            else
            {
                emotionPool.Clear();
            }

            if (mood == null)
            {
                mood = new Mood();
            }

            this.appraisalConfiguration = dataHolder.GetValue <EmotionalAppraisalConfiguration>("AppraisalConfiguration");
            if (this.appraisalConfiguration == null)
            {
                this.appraisalConfiguration = new EmotionalAppraisalConfiguration();
            }

            mood.SetMoodValue(dataHolder.GetValue <float>("Mood"), this.appraisalConfiguration);
            mood.SetTick0Value(dataHolder.GetValue <ulong>("initialTick"));
            context.PushContext();
            {
                context.Context = (ulong)0; //Tick

                var emotions = dataHolder.GetValue <ActiveEmotion[]>("EmotionalPool");
                foreach (var emotion in emotions)
                {
                    emotionPool.Add(calculateHashString(emotion), emotion);
                }
            }
            context.PopContext();
        }