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Class Brain

Inheritance
System.Object
Brain
Brain<T>
DebugBrain
RunningBrain
RunningContinuingBrain
RunningInterruptingBrain
Namespace: Eco.Simulation.Agents.AI
Assembly: Eco.Simulation.dll
Syntax
public class Brain : Object

Constructors

Brain()

Declaration
public Brain()

Fields

DefaultBehavior

Declaration
public static readonly Behavior<Animal> DefaultBehavior
Field Value
Type Description
Behavior<Animal>

HungerToStartEating

Declaration
public const float HungerToStartEating = 100F
Field Value
Type Description
System.Single

HungerToStopEating

Declaration
public const float HungerToStopEating = 80F
Field Value
Type Description
System.Single

Memory

Declaration
public ConcurrentDictionary<string, object> Memory
Field Value
Type Description
System.Collections.Concurrent.ConcurrentDictionary<System.String, System.Object>

StarvingThreshold

Declaration
public const float StarvingThreshold = 250F
Field Value
Type Description
System.Single

Properties

ClearMemoryWhenNotVisible

Should this brain loose all memories when there are no players observing it?

Declaration
public virtual bool ClearMemoryWhenNotVisible { get; }
Property Value
Type Description
System.Boolean

Methods

Anim(AnimalState, Boolean, Func<Animal, Single>)

Declaration
public static Behavior<Animal> Anim(AnimalState state, bool stopMovement, Func<Animal, float> durationFunc)
Parameters
Type Name Description
AnimalState state
System.Boolean stopMovement
System.Func<Animal, System.Single> durationFunc
Returns
Type Description
Behavior<Animal>

Anim(AnimalState, Boolean, Single)

Declaration
public static Behavior<Animal> Anim(AnimalState state, bool stopMovement, float duration)
Parameters
Type Name Description
AnimalState state
System.Boolean stopMovement
System.Single duration
Returns
Type Description
Behavior<Animal>

DecayAlertness(Animal, Single)

Declaration
public virtual void DecayAlertness(Animal agent, float deltaTime)
Parameters
Type Name Description
Animal agent
System.Single deltaTime

OnBecameInvisible()

Declaration
public virtual void OnBecameInvisible()

OnBecameVisible(IWorldObserver, Animal)

Declaration
public virtual void OnBecameVisible(IWorldObserver observer, Animal animal)
Parameters
Type Name Description
IWorldObserver observer
Animal animal

PlayerAvoidance(Animal)

Declaration
public virtual bool PlayerAvoidance(Animal agent)
Parameters
Type Name Description
Animal agent
Returns
Type Description
System.Boolean

ReactOnBlock(Animal, Vector3, Single)

Declaration
public virtual bool ReactOnBlock(Animal agent, Vector3 areaCenter, float areaRadius)
Parameters
Type Name Description
Animal agent
System.Numerics.Vector3 areaCenter
System.Single areaRadius
Returns
Type Description
System.Boolean

RootBehavior(Animal)

Declaration
public virtual Behavior<Animal> RootBehavior(Animal animal)
Parameters
Type Name Description
Animal animal
Returns
Type Description
Behavior<Animal>

SetDamaged(Animal, INetObject, out Boolean)

Declaration
public virtual void SetDamaged(Animal agent, INetObject damager, out bool isRunAway)
Parameters
Type Name Description
Animal agent
INetObject damager
System.Boolean isRunAway

Tick(Animal)

Declaration
public BTStatus Tick(Animal animal)
Parameters
Type Name Description
Animal animal
Returns
Type Description
BTStatus

TickBehaviors(Animal)

Declaration
public BTStatus TickBehaviors(Animal animal)
Parameters
Type Name Description
Animal animal
Returns
Type Description
BTStatus

UpdateAnger(Animal, Single)

Declaration
public virtual void UpdateAnger(Animal animal, float deltaTime)
Parameters
Type Name Description
Animal animal
System.Single deltaTime

UpdateHunger(Animal, Single)

Declaration
public virtual void UpdateHunger(Animal animal, float deltaTime)
Parameters
Type Name Description
Animal animal
System.Single deltaTime
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