The data loaded in the simulation at runtime
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| | 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...
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The data loaded in the simulation at runtime
| Simulation.SimulationData.SimulationData |
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Dictionary< string, float > |
minValueDictionary, |
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Dictionary< string, float > |
maxValueDictionary, |
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Dictionary< string, float > |
changePerSecondDictionary, |
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Dictionary< string, float > |
criticalStateDictionary, |
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Dictionary< string, float > |
satisfiedStateDictionary, |
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List< string > |
needNames, |
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List< string > |
speciesNames, |
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List< Species > |
species, |
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List< Interaction > |
interactionList, |
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Dictionary< string, Species > |
speciesByName |
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Constructs new simulation data.
- Parameters
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| minValueDictionary | The lowest value a need can have at runtime. |
| maxValueDictionary | The highest value a need can have at runtime. |
| changePerSecondDictionary | For each need, how much it changes over time, for example a decay of the need 'Hunger' would mean characters get hungry over time |
| criticalStateDictionary | The values below or equal to which a need is considered to be in critical state. |
| satisfiedStateDictionary | The value above which a need is considered to be in satisfied state. |
| needNames | The names of all needs |
| speciesNames | The names of all species |
| species | All species |
| interactionList | All interactions |
| speciesByName | |
| 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.
| Dictionary<string, float> Simulation.SimulationData.ChangePerSecond |
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get |
How much each need changes over time, for example at which rate a character becomes more hungry.
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 |
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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.
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: