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using System.Collections.Generic;
using Microsoft.Xna.Framework;
namespace V3.AI
{
/// <summary>
/// A computer player that takes actions according to a specified strategy.
/// </summary>
public interface IAiPlayer
{
/// <summary>
/// The current world view of the player. It stores the knowledge of
/// the computer player based on the previous percepts.
/// </summary>
IWorldView WorldView { get; }
/// <summary>
/// The strategy of the player. The strategy is a state machine that
/// defines the current state.
/// </summary>
IStrategy Strategy { get; }
/// <summary>
/// The current state of the player. The state is one step of the
/// strategy, and defines the specific actions to take.
/// </summary>
AiState State { get; set; }
/// <summary>
/// The actions that the player wants to be executed. Updated by
/// Act.
/// </summary>
IList<IAction> Actions { get; }
/// <summary>
/// Executes one update cycle -- perception, acting and the execution
/// of actions.
/// </summary>
/// <param name="gameTime">the time since the last update</param>
void Update(GameTime gameTime);
/// <summary>
/// Update the AI's view of the game world.
/// </summary>
void Percept();
/// <summary>
/// Take actions based on the previous percepts, the current strategy
/// and state. Updates the list of actions stored in Actions. These
/// should be executed by the caller.
/// </summary>
void Act();
}
}
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