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class | Affordance |
| An affordance is the opportunity granted by an object to an agent to perform an action. More...
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class | AffordanceTreeNode |
| Each game object managed by the simulation has an Affordance Tree Node. It manages scope, affordances, slots, and, if the affordance tree is an active part of the simulation, its goals and levels of satisfaction. More...
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class | DatabaseAsset |
| Stores the data used by the NEEDSIM Life simulation More...
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class | GeneralSettings |
| A number of values used as configuration of the simulation and editor. More...
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class | Goal |
| A goal is a satisfaction level of a need that an agent wants to achieve. More...
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class | Interaction |
| An interaction at runtime More...
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class | InteractionData |
| From these data items used in the editor the interactions for the runtime will be generated. More...
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class | Manager |
| A singleton for managing the simulation at runtime More...
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class | NeedItem |
| A need, one of the core building blocks of NEEDSIMLifeSimulation More...
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class | Needs |
| The Needs class provides methods for interacting with the satisfaction levels of agents. More...
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class | SimulationData |
| The data loaded in the simulation at runtime More...
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class | Slot |
| A slot is a position in the world where an agent can run the interactions provided by the object that offers the slot. More...
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class | Species |
| A species is a set of needs. For example zombies might only have the 'Hunger' need, whereas humans furthermore have a 'Social' need. More...
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class | StringFloatPair |
| A class that helps creating key value pairs. More...
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class | Strings |
| A centralized place for many of the strings used by the NEEDSIM Life simulation. More...
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