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cleaned up Agent.cs
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caesuric committed Jun 1, 2023
1 parent 98eaae1 commit d11682c
Showing 1 changed file with 35 additions and 35 deletions.
70 changes: 35 additions & 35 deletions MountainGoap/Agent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -16,41 +16,6 @@ public class Agent {
/// </summary>
public readonly string Name;

/// <summary>
/// The current world state from the agent perspective.
/// </summary>
public Dictionary<string, object?> State = new();

/// <summary>
/// Memory storage object for the agent.
/// </summary>
public Dictionary<string, object?> Memory = new();

/// <summary>
/// List of active goals for the agent.
/// </summary>
public List<BaseGoal> Goals = new();

/// <summary>
/// Actions available to the agent.
/// </summary>
public List<Action> Actions = new();

/// <summary>
/// Sensors available to the agent.
/// </summary>
public List<Sensor> Sensors = new();

/// <summary>
/// True if the agent is currently executing one or more actions, otherwise false.
/// </summary>
public bool IsBusy = false;

/// <summary>
/// True if the agent is currently planning, otherwise false.
/// </summary>
public bool IsPlanning = false;

/// <summary>
/// Chains of actions currently being performed by the agent.
/// </summary>
Expand Down Expand Up @@ -99,6 +64,41 @@ public Agent(string? name = null, Dictionary<string, object?>? state = null, Dic
/// </summary>
public static event PlanningFinishedEvent OnPlanningFinished = (agent, goal, utility) => { };

/// <summary>
/// Gets or sets the current world state from the agent perspective.
/// </summary>
public Dictionary<string, object?> State { get; set; } = new();

/// <summary>
/// Gets or sets the memory storage object for the agent.
/// </summary>
public Dictionary<string, object?> Memory { get; set; } = new();

/// <summary>
/// Gets or sets the list of active goals for the agent.
/// </summary>
public List<BaseGoal> Goals { get; set; } = new();

/// <summary>
/// Gets or sets the actions available to the agent.
/// </summary>
public List<Action> Actions { get; set; } = new();

/// <summary>
/// Gets or sets the sensors available to the agent.
/// </summary>
public List<Sensor> Sensors { get; set; } = new();

/// <summary>
/// Gets or sets a value indicating whether the agent is currently executing one or more actions.
/// </summary>
public bool IsBusy { get; set; } = false;

/// <summary>
/// Gets or sets a value indicating whether the agent is currently planning.
/// </summary>
public bool IsPlanning { get; set; } = false;

/// <summary>
/// You should call this every time your game state updates.
/// </summary>
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