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ryzom-core/code/ryzom/tools/assoc_mem/brain.cpp

156 lines
3.5 KiB
C++

15 years ago
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "brain.h"
CBrain::CBrain(float f,float a,float e,float ha,float hu) : CMood(f,a,e,ha,hu)
{
_UpdateEvery = 0;
}
CBrain::CBrain(CMood &personality) : CMood(personality)
{
_UpdateEvery = 0;
}
CBrain::CBrain(const CBrain &c) : CMood()
15 years ago
{
_Personality = c._Personality;
_RealTime = c._RealTime;
_UpdateEvery = c._UpdateEvery;
_LastUpdate = c._LastUpdate;
}
void CBrain::setUpdateEvery(int nb_cycles)
{
_UpdateEvery = nb_cycles;
}
float CBrain::getFear()
{
if ( _Personality.getFear() > _RealTime.getFear() )
return _Personality.getFear();
else
return _RealTime.getFear();
}
float CBrain::getAgressivity()
{
if ( _Personality.getAgressivity() > _RealTime.getAgressivity() )
return _Personality.getAgressivity();
else
return _RealTime.getAgressivity();
}
float CBrain::getEmpathy()
{
if ( _Personality.getEmpathy() > _RealTime.getEmpathy() )
return _Personality.getEmpathy();
else
return _RealTime.getEmpathy();
}
float CBrain::getHappiness()
{
if ( _Personality.getHappiness() > _RealTime.getHappiness() )
return _Personality.getHappiness();
else
return _RealTime.getHappiness();
}
float CBrain::getHunger()
{
if ( _Personality.getHunger() > _RealTime.getHunger() )
return _Personality.getHunger();
else
return _RealTime.getHunger();
}
void CBrain::setInput(CRecord *input)
{
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
(*it_t)->getOutput( input );
it_t++;
}
}
void CBrain::addField(CField *field)
{
_Fields.push_back( field );
}
void CBrain::addTree(CTree *tree)
{
_Trees.push_back( tree );
}
std::vector<std::string> CBrain::getOutputs()
{
std::vector<std::string> outputs;
std::vector<CTree *>::iterator it_t = _Trees.begin();
while ( it_t != _Trees.end() )
{
outputs.push_back( _Fields[ (*it_t)->getKey() ]->getName() );
it_t++;
}
return outputs;
}
void CBrain::build()
{
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
(*it_tree)->rebuild( _Records, _Fields );
it_tree++;
}
_LastUpdate = 0;
}
std::string CBrain::getDebugString()
{
std::string debug_string;
std::vector<CTree *>::iterator it_tree = _Trees.begin();
while ( it_tree != _Trees.end() )
{
debug_string += (*it_tree)->getDebugString( _Records, _Fields );
debug_string += "\n";
it_tree++;
}
return debug_string;
}
void CBrain::forget()
{
while ( !_Records.empty() )
{
delete _Records.front();
_Records.erase( _Records.begin() );
}
}
void CBrain::addRecord(CRecord *record)
{
_Records.push_back( record );
_LastUpdate++;
if ( _LastUpdate > _UpdateEvery )
build();
}