Esempio n. 1
0
 /**
  * Decays the emotion according to the system's timer
  *
  * @return the intensity of the emotion after being decayed
  */
 public float DecayEmotion() {
   long deltaT;
   deltaT = (AgentSimulationTime.GetInstance().Time() - _t0) / 1000;
   _intensity =
       _intensityATt0
           * ((float) Math.exp(-EmotionalPameters.EmotionDecayFactor * _decay * deltaT));
   return _intensity;
 }
Esempio n. 2
0
 /**
  * Sets the intensity of the emotion
  *
  * @param potential - the potential for the emotion's intensity
  */
 public void SetIntensity(float potential) {
   _t0 = AgentSimulationTime.GetInstance().Time();
   _intensity = potential - _threshold;
   if (_intensity > 10) {
     _intensity = 10;
   } else if (_intensity < 0) {
     _intensity = 0;
   }
   _intensityATt0 = _intensity;
 }