From d11682c324a7df99da2ba9bc8138d169d7e308a7 Mon Sep 17 00:00:00 2001 From: caesuric Date: Thu, 1 Jun 2023 16:37:25 -0400 Subject: [PATCH] cleaned up Agent.cs --- MountainGoap/Agent.cs | 70 +++++++++++++++++++++---------------------- 1 file changed, 35 insertions(+), 35 deletions(-) diff --git a/MountainGoap/Agent.cs b/MountainGoap/Agent.cs index 5abfc0d..87c4b98 100644 --- a/MountainGoap/Agent.cs +++ b/MountainGoap/Agent.cs @@ -16,41 +16,6 @@ public class Agent { /// public readonly string Name; - /// - /// The current world state from the agent perspective. - /// - public Dictionary State = new(); - - /// - /// Memory storage object for the agent. - /// - public Dictionary Memory = new(); - - /// - /// List of active goals for the agent. - /// - public List Goals = new(); - - /// - /// Actions available to the agent. - /// - public List Actions = new(); - - /// - /// Sensors available to the agent. - /// - public List Sensors = new(); - - /// - /// True if the agent is currently executing one or more actions, otherwise false. - /// - public bool IsBusy = false; - - /// - /// True if the agent is currently planning, otherwise false. - /// - public bool IsPlanning = false; - /// /// Chains of actions currently being performed by the agent. /// @@ -99,6 +64,41 @@ public Agent(string? name = null, Dictionary? state = null, Dic /// public static event PlanningFinishedEvent OnPlanningFinished = (agent, goal, utility) => { }; + /// + /// Gets or sets the current world state from the agent perspective. + /// + public Dictionary State { get; set; } = new(); + + /// + /// Gets or sets the memory storage object for the agent. + /// + public Dictionary Memory { get; set; } = new(); + + /// + /// Gets or sets the list of active goals for the agent. + /// + public List Goals { get; set; } = new(); + + /// + /// Gets or sets the actions available to the agent. + /// + public List Actions { get; set; } = new(); + + /// + /// Gets or sets the sensors available to the agent. + /// + public List Sensors { get; set; } = new(); + + /// + /// Gets or sets a value indicating whether the agent is currently executing one or more actions. + /// + public bool IsBusy { get; set; } = false; + + /// + /// Gets or sets a value indicating whether the agent is currently planning. + /// + public bool IsPlanning { get; set; } = false; + /// /// You should call this every time your game state updates. ///