Servo VS solution

- Created VS solution for expanding upon the notebook code
- Renamed LimitToRange() to MaxLimit() and adjusted it's algorithm
This commit is contained in:
Anthony Leland 2020-10-28 23:29:49 -04:00
parent 40f06695bc
commit 2993056967
9 changed files with 733 additions and 139 deletions

153
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using System;
namespace Servo.MotiveEngine
{
public static class ExtensionUtils
{
public static int MaxLimit(this int val, int max)
{
if (max < 0)
throw new ArgumentOutOfRangeException();
if (val >= max)
return max;
return val;
}
}
}

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using System.Linq;
namespace Servo.MotiveEngine
{
public class Motives
{
const int NAX_MOOD = 600;
const int MAX_MOTIVE = 100;
public Motives(int hunger, int bladder, int fun, int energy,
int environment, int social)
{
Hunger = hunger;
Bladder = bladder;
Fun = fun;
Energy = energy;
Environment = environment;
Social = social;
}
public int Hunger { get; set; }
public int Bladder { get; set; }
public int Fun { get; set; }
public int Energy { get; set; }
public int Environment { get; set; }
public int Social { get; set; }
/// <summary>
/// The mood is the sum of all the motives.
/// It deteremines the best course of action.
/// </summary>
public int Mood
{
get
{
var curMood = new[] { Hunger, Bladder, Fun,
Social, Environment, Energy };
return curMood.Sum();
}
}
/// <summary>
/// In the game, this would increament gradually
/// until it reaches it's max motive.
/// </summary>
/// <param name="motive">Current Motive</param>
/// <param name="input">New Motive</param>
/// <returns>Changed Motive</returns>
int CalcuateMotiveChange(int motive, int input)
{
var curMotive = motive;
var curMood = Mood;
// New motive equals the current motive plus the input
var newMotive = curMotive + input;
// New mood equals the new motive plus the current mood
var newMood = newMotive + curMood;
// Changed motive is the new motive with the limit
var changedMotive = newMotive.MaxLimit(MAX_MOTIVE);
// Does the new motive increase my current motive?
// Does the new motive increase my overall mood?
if (changedMotive >= curMotive && curMood <= newMood
&& changedMotive <= MAX_MOTIVE && curMood <= NAX_MOOD)
return changedMotive;
// Fall back to the current movement
return curMotive;
}
public void ChangeHunger(int input)
{
Hunger = CalcuateMotiveChange(Hunger, input);
}
public void ChangeFun(int input)
{
Fun = CalcuateMotiveChange(Fun, input);
}
public void ChangeBladder(int input)
{
Bladder = CalcuateMotiveChange(Bladder, input);
}
public void ChangeSocial(int input)
{
Social = CalcuateMotiveChange(Social, input);
}
public void ChangeEnergy(int input)
{
Energy = CalcuateMotiveChange(Energy, input);
}
public void ChangeEnvironment(int input)
{
Environment = CalcuateMotiveChange(Environment, input);
}
}
}

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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>netstandard2.0</TargetFramework>
</PropertyGroup>
</Project>

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