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174 lines
4.3 KiB
C++
174 lines
4.3 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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/* Copyright, 2000 Nevrax Ltd.
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*
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* This file is part of NEVRAX NEL.
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* NEVRAX NEL is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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* NEVRAX NEL is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with NEVRAX NEL; see the file COPYING. If not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
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* MA 02111-1307, USA.
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*/
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#include "brain.h"
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CBrain::CBrain(float f,float a,float e,float ha,float hu) : CMood(f,a,e,ha,hu)
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{
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_UpdateEvery = 0;
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}
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CBrain::CBrain(CMood &personality) : CMood(personality)
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{
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_UpdateEvery = 0;
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}
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CBrain::CBrain(const CBrain &c)
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{
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_Personality = c._Personality;
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_RealTime = c._RealTime;
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_UpdateEvery = c._UpdateEvery;
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_LastUpdate = c._LastUpdate;
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}
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void CBrain::setUpdateEvery(int nb_cycles)
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{
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_UpdateEvery = nb_cycles;
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}
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float CBrain::getFear()
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{
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if ( _Personality.getFear() > _RealTime.getFear() )
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return _Personality.getFear();
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else
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return _RealTime.getFear();
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}
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float CBrain::getAgressivity()
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{
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if ( _Personality.getAgressivity() > _RealTime.getAgressivity() )
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return _Personality.getAgressivity();
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else
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return _RealTime.getAgressivity();
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}
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float CBrain::getEmpathy()
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{
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if ( _Personality.getEmpathy() > _RealTime.getEmpathy() )
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return _Personality.getEmpathy();
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else
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return _RealTime.getEmpathy();
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}
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float CBrain::getHappiness()
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{
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if ( _Personality.getHappiness() > _RealTime.getHappiness() )
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return _Personality.getHappiness();
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else
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return _RealTime.getHappiness();
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}
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float CBrain::getHunger()
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{
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if ( _Personality.getHunger() > _RealTime.getHunger() )
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return _Personality.getHunger();
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else
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return _RealTime.getHunger();
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}
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void CBrain::setInput(CRecord *input)
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{
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std::vector<CTree *>::iterator it_t = _Trees.begin();
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while ( it_t != _Trees.end() )
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{
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(*it_t)->getOutput( input );
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it_t++;
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}
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}
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void CBrain::addField(CField *field)
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{
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_Fields.push_back( field );
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}
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void CBrain::addTree(CTree *tree)
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{
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_Trees.push_back( tree );
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}
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std::vector<std::string> CBrain::getOutputs()
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{
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std::vector<std::string> outputs;
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std::vector<CTree *>::iterator it_t = _Trees.begin();
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while ( it_t != _Trees.end() )
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{
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outputs.push_back( _Fields[ (*it_t)->getKey() ]->getName() );
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it_t++;
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}
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return outputs;
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}
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void CBrain::build()
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{
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std::vector<CTree *>::iterator it_tree = _Trees.begin();
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while ( it_tree != _Trees.end() )
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{
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(*it_tree)->rebuild( _Records, _Fields );
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it_tree++;
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}
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_LastUpdate = 0;
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}
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std::string CBrain::getDebugString()
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{
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std::string debug_string;
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std::vector<CTree *>::iterator it_tree = _Trees.begin();
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while ( it_tree != _Trees.end() )
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{
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debug_string += (*it_tree)->getDebugString( _Records, _Fields );
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debug_string += "\n";
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it_tree++;
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}
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return debug_string;
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}
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void CBrain::forget()
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{
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while ( !_Records.empty() )
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{
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delete _Records.front();
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_Records.erase( _Records.begin() );
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}
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}
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void CBrain::addRecord(CRecord *record)
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{
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_Records.push_back( record );
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_LastUpdate++;
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if ( _LastUpdate > _UpdateEvery )
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build();
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} |