コード例 #1
0
ファイル: episodic.c プロジェクト: barbalet/nobleape
/**
 * @brief Update the episodic memories for a given ape.
 * This is based upon a fading memory model in which older memories
 * are replaced by newer ones.  Each memory has an associated affect
 * value indicating its emotional impact, and this fades over time.
 *
 * The rate of fading is genetically regulated, with different rates
 * for memories with positive and negative affect.
 * This facilitates optimistic/pessimistic and forgetful/memorable
 * type personalities.
 *
 * The fading memory model may not be strictly realistic, and might
 * be replaced by something else in future.
 * @param local_being pointer to the ape
 */
void episodic_cycle_no_sim(noble_being * local_being, void * data)
{
    if (local_being->delta.awake == 0) return;
    {
        n_int i;
        noble_episodic * local_episodic = being_episodic(local_being);
        n_genetics * genetics = being_genetics(local_being);

        if (!local_episodic) return;

        for (i=0; i<EPISODIC_SIZE; i++)
        {
            if (local_episodic[i].event == 0) continue;

            /** remove intentions which are outdated */
            if (local_episodic[i].event >= EVENT_INTENTION)
            {
                /** is this my intention, or someone else's? */
                if (being_name_comparison(local_being, local_episodic[i].first_name[BEING_MEETER], local_episodic[i].family_name[BEING_MEETER]))
                {
                    if (spacetime_before_now(&local_episodic[i].space_time))
                    {
                        local_episodic[i].event = 0;
                        continue;
                    }
                }
                episodic_intention_update(local_being, i);
            }

            /** fade towards EPISODIC_AFFECT_ZERO */
            if (local_episodic[i].affect < EPISODIC_AFFECT_ZERO)
            {
                /** negative memories fade */
                if (EPISODIC_AFFECT_ZERO - local_episodic[i].affect > 16)
                {
                    local_episodic[i].affect+=(1+GENE_NEGATIVE_AFFECT_FADE(genetics));
                }
                else
                {
                    local_episodic[i].affect++;
                }
            }
            else
            {
                if (local_episodic[i].affect > EPISODIC_AFFECT_ZERO)
                {
                    /** positive memories fade */
                    if (local_episodic[i].affect - EPISODIC_AFFECT_ZERO > 16)
                    {
                        local_episodic[i].affect-=(1+GENE_POSITIVE_AFFECT_FADE(genetics));
                    }
                    else
                    {
                        local_episodic[i].affect--;
                    }
                }
            }
        }
    }
}
コード例 #2
0
ファイル: episodic.c プロジェクト: Tulonsae/nobleape
/**
 * Update the episodic memories for a given ape.
 * This is based upon a fading memory model in which older memories
 * are replaced by newer ones.  Each memory has an associated affect
 * value indicating its emotional impact, and this fades over time.
 *
 * The rate of fading is genetically regulated, with different rates
 * for memories with positive and negative affect.
 * This facilitates optimistic/pessimistic and forgetful/memorable
 * type personalities.
 *
 * The fading memory model may not be strictly realistic, and might
 * be replaced by something else in future.
 * @param local_sim pointer to the simulation
 * @param local pointer to the ape
 */
void episodic_cycle(noble_simulation * local_sim, noble_being * local)
{
    n_int i;
    episodic_memory * local_episodic = GET_EPI(local_sim, local);

    if (!local_episodic) return;

    for (i=0; i<EPISODIC_SIZE; i++)
    {
        if (local_episodic[i].event == 0) continue;

        /** remove intentions which are outdated */
        if (local_episodic[i].event >= EVENT_INTENTION)
        {
            /** is this my intention, or someone else's? */
            if ((local_episodic[i].first_name[BEING_MEETER]==GET_NAME_GENDER(local_sim,local)) &&
                    (local_episodic[i].family_name[BEING_MEETER]==GET_NAME_FAMILY2(local_sim,local)))
            {

                if (local_episodic[i].date[0] < local_sim->land->date[0])
                {
                    local_episodic[i].event = 0;
                    continue;
                }
                else
                {
                    if (local_episodic[i].time < local_sim->land->time)
                    {
                        local_episodic[i].event = 0;
                        continue;
                    }
                }
            }
            episodic_intention_update(local_sim,local,i);
        }

        /** fade towards EPISODIC_AFFECT_ZERO */
        if (local_episodic[i].affect < EPISODIC_AFFECT_ZERO)
        {
            /** negative memories fade */
            if (EPISODIC_AFFECT_ZERO - local_episodic[i].affect > 16)
            {
                local_episodic[i].affect+=(1+GENE_NEGATIVE_AFFECT_FADE(GET_G(local)));
            }
            else
            {
                local_episodic[i].affect++;
            }
        }
        else
        {
            if (local_episodic[i].affect > EPISODIC_AFFECT_ZERO)
            {
                /** positive memories fade */
                if (local_episodic[i].affect - EPISODIC_AFFECT_ZERO > 16)
                {
                    local_episodic[i].affect-=(1+GENE_POSITIVE_AFFECT_FADE(GET_G(local)));
                }
                else
                {
                    local_episodic[i].affect--;
                }
            }
        }
    }
}