Simulation.SimulationData Class Reference

The data loaded in the simulation at runtime More...

Public Member Functions

 SimulationData (Dictionary< string, float > minValueDictionary, Dictionary< string, float > maxValueDictionary, Dictionary< string, float > changePerSecondDictionary, Dictionary< string, float > criticalStateDictionary, Dictionary< string, float > satisfiedStateDictionary, List< string > needNames, List< string > speciesNames, List< Species > species, List< Interaction > interactionList, Dictionary< string, Species > speciesByName)
 Constructs new simulation data. More...
 

Public Attributes

readonly Dictionary< string, float > CriticalStateDictionary
 For each need, what is the value below or equal to which it is considered critical. More...
 
readonly Dictionary< string, float > SatisfiedStateDictionary
 For each need, what is the value above which it is considered satisfied. More...
 
readonly List< string > NeedNames
 The names of all the needs. More...
 
readonly Dictionary< string, InteractionInteractionByNameDictionary
 An instance of each interaction by its name More...
 

Properties

Dictionary< string, float > ChangePerSecond [get]
 How much each need changes over time, for example at which rate a character becomes more hungry. More...
 
AffordanceTreeNode Root [get, set]
 The root of the AFFORDANCE TREE. A lot of management of the simulation can be done from this point. More...
 
Dictionary< string, float > WeightsForNeed [get, set]
 A general and global weight that affects the utility agent see in each need. Best to use values between 0.0 and 1.0. More...
 
Dictionary< Needs.NeedSatisfactions, float > WeightsForNeedSatisfaction [get, set]
 How each of the Needs.NeedSatisfactions states is valued - use this for example to prioritize critical needs. Best to use values between 0.0 and 1.0 More...
 

Detailed Description

The data loaded in the simulation at runtime

Constructor & Destructor Documentation

Simulation.SimulationData.SimulationData ( Dictionary< string, float >  minValueDictionary,
Dictionary< string, float >  maxValueDictionary,
Dictionary< string, float >  changePerSecondDictionary,
Dictionary< string, float >  criticalStateDictionary,
Dictionary< string, float >  satisfiedStateDictionary,
List< string >  needNames,
List< string >  speciesNames,
List< Species species,
List< Interaction interactionList,
Dictionary< string, Species speciesByName 
)

Constructs new simulation data.

Parameters
minValueDictionaryThe lowest value a need can have at runtime.
maxValueDictionaryThe highest value a need can have at runtime.
changePerSecondDictionaryFor each need, how much it changes over time, for example a decay of the need 'Hunger' would mean characters get hungry over time
criticalStateDictionaryThe values below or equal to which a need is considered to be in critical state.
satisfiedStateDictionaryThe value above which a need is considered to be in satisfied state.
needNamesThe names of all needs
speciesNamesThe names of all species
speciesAll species
interactionListAll interactions
speciesByName

Member Data Documentation

readonly Dictionary<string, float> Simulation.SimulationData.CriticalStateDictionary

For each need, what is the value below or equal to which it is considered critical.

readonly Dictionary<string, Interaction> Simulation.SimulationData.InteractionByNameDictionary

An instance of each interaction by its name

readonly List<string> Simulation.SimulationData.NeedNames

The names of all the needs.

readonly Dictionary<string, float> Simulation.SimulationData.SatisfiedStateDictionary

For each need, what is the value above which it is considered satisfied.

Property Documentation

Dictionary<string, float> Simulation.SimulationData.ChangePerSecond
get

How much each need changes over time, for example at which rate a character becomes more hungry.

AffordanceTreeNode Simulation.SimulationData.Root
getset

The root of the AFFORDANCE TREE. A lot of management of the simulation can be done from this point.

Dictionary<string, float> Simulation.SimulationData.WeightsForNeed
getset

A general and global weight that affects the utility agent see in each need. Best to use values between 0.0 and 1.0.

Dictionary<Needs.NeedSatisfactions, float> Simulation.SimulationData.WeightsForNeedSatisfaction
getset

How each of the Needs.NeedSatisfactions states is valued - use this for example to prioritize critical needs. Best to use values between 0.0 and 1.0


The documentation for this class was generated from the following file:
  • SimulationData.cs