Sets the iterator that returns behaviours in order of their current activation level
As this is a class variable, it needs to be set before starting to compare behaviours
as during comparing the iterator while first return the highest activation, then the
second highest, etc.
Sets d_domGoal with the most dominant goal for the given time
There is a order of importance when the dominance values are identical
then the goals become dominant in the order of: safety, subsistence, social (i doubt about the order of the last two in our setting)
Sets the dominant influence given (subsistence-related) physiology
Here the bladder (urge to go to the toilet) and
stomach (urge to have eat or drink) are the competitors.
Sets the values coming from the checkboxes in the Graphical User Interface (GUI)
updates these values in the GUIparams.java which is used by the
simulation to update and set the simulation parameter.
Sets the type of distribution that will be used to set
the preferred level of identity satisfaction for a crowd (agent set)
This allows for a heterogeneous set of agents
Sets an agent to be a leader and the the type of influence
the agent will steer to this can be: peaceful or warful/toward aggression
mind that this is the perception of the agent itself as being
a leader.
Sets in memory which agents this agent perceives as a leader
NOTE: need to change this structure, PersonFacts need to be in one set, not separate for
friends and leaders
Sets a variable with the explicit behaviour performed by this agent
It checkes whether the behaviour that was intended to executed has really been
executed, otherwise it says that is was obstructed while trying.
Sets how the membership is perceived of the related person
by this agent
setPOIs() -
Method in class crowdmodel.environment.Area
Sets the point-of-interest (POIs) by changing the
name of the cell object representing an environmenttype (type area (terrain, stage, toilet,bar and poi))
Sets the type of distribution that will be used to set
the preferred level of safety satisfaction for a crowd (agent set)
This allows for a heterogeneous set of agents
Sets the values coming from the sliders in the Graphical User Interface (GUI)
updates these values in the GUIparams.java which is used by the
simulation to update and set the simulation parameter.
Sets the type of distribution that will be used to set
the preferred level of social satisfaction for a crowd (agent set)
This allows for a heterogeneous set of agents
Sets the type of distribution that will be used to set
the preferred level of subsistence satisfaction for a crowd (agent set)
This allows for a heterogeneous set of agents
Sets the Agent to whom this memory belongs
This allows for the 'direct' access of methods/vars concerning memory
by the functions in Memory;
The function checks whether this has already been assigned, at this is
only done once while initialising.
Sets the Agent where this MemoryElement belongs to
This allows for the 'direct' access of methods/vars concerning the Agent
by the functions in the MemoryElements;
The function checks whether this has already been assigned, at this is
only done once while initialising.
Sets the Agent to whom this physiology belongs
This allows for the 'direct' access of methods/vars concerning physiology
by the functions in Physiology; As Inheritance works only in one direction, this works around
it by being able to access the agent it self
The function checks whether this has already been assigned, at this is
only done once while initialising.
Sets the Memory where this MemoryElement belongs to
This allows for the 'direct' access of methods/vars concerning memory
by the functions in the MemoryElements;
The function checks whether this has already been assigned, at this is
only done once while initialising.
Sets the value of the cellObject in the valueLayer
Where this value corresponds with the environment Object it
belongs to as the valueLayer uses this value to visualise
these objects on the display.
Sets the value of the cellObject in the valueLayer
Where this value corresponds with the environment Object it
belongs to as the valueLayer uses this value to visualise
these objects on the display.
Function describes the heading change of an agent
as the pre-movement part of moveSocial behaviour
This involves moving towards others, driven by the
need to fulfil the vicinity of others
At this point social movement is headed to others
however needs to be refined:
- moving towards friends/group-members
- moving towards a specific person(s)
Step method describes what this object will do in the given time step
This is to be defined in every class that is implementing this abstract class
The @scheduleMethod indicates to the Scheduler (Repast)
that the step method needs is to be scheduled starting at
tick 1 with an interval of 1 tick.
Function describes the heading change of an agent
as the pre-movement part of moveSubs behaviour
This involves moving towards the toilet or bar,
driven by the need for subsistence satisfaction
This can be achieved by going to the toilet or go to the bar.