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This document outlines the class diagram and functionality of agents in the game Rollerslam. It explores the different types of agents, primarily focusing on players and their interactions within a dynamic environment. Key functionalities include various actions like catch, throw, tackle, and communication. The roles of different sensors and effectors are also detailed, describing how agents perceive their environment and respond to actions. This framework provides insights into the interaction mechanisms that enable engaging gameplay experiences.
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Rollerslam – Actions and Percepts Antonio Jose de Vasconcelos Costa - ajvc Breno Batista Machado - bbm Cleyton Mario de Oliveira Rodrigues - cmor Marcos Aurelio Almeida da Silva - maas Pablo Santana Barbosa - psb Weslei Alvim de Tarso Marinho - watm
Class Diagram - Agents <<Agent>> Agent <<GoalAgent>> Player <<AutomataAgent>> Environment <<AutomataAgent>> Referee
<<Interface>> IGetActions <<Percept>> + receiveActionRelease (p : Player) <<Percept>> + receiveActionCatch (p : Player) <<Percept>> + receiveActionThrow (acceleration : Vector, p : Player) <<Percept>> + receiveActionTackle (p : Player) <<Percept>> + receiveActionHitArm (p : Player) <<Percept>> + receiveActionHitLegs (p : Player) <<Percept>> + receiveActionDash (acceleration : Vector, p : Player) <<Percept>> + receiveActionKick (acceleration : Vector, p : Player) <<Percept>> + receiveActionSay (subject : Fact, p : Agent) Interfaces
Class Diagram – Agents Effectors <<Effector>> SendPercepts <<Action>> + sendPerceptSee(env : EnvironmentModel) <<Action>> + sendPerceptHear (subject : Fact) <<Action>> + sendPerceptFeel (hasball: Boolean, position: Vector, velocity: Vector, acceleration: Vector) <<Agent>> Agent <<Effector>> Mouth <<Action>> +say (subject : Fact) 1 - effector <<GoalAgent>> Player <<AutomataAgent>> Referee <<AutomataAgent>> Environment 1 1 1 - arm - leg <<Effector>> Legs <<Action>> +dash (acceleration : Vector) <<Action>> +kick (acceleration : Vector) +<<Action>> hit () 1 - mouth 1 - mouth 1 1 <<Effector>> Arms <<Action>> +release () <<Action>> +catch () <<Action>> +throw (acceleration : Vector) <<Action>> +tackle () <<Action>> +hit() O antitackle será automático, quando um player receber o tackle.
<<Sensor>> Eyes <<signal>> +see( ):SeePercept <<Sensor>> Ear <<signal>> +hear( ): HearPercept <<Sensor>> Body <<signal>> +feel( ): FeelPercept Class Diagram – Agents Sensors <<Interface>> IGetActions <<Agent>> Agent <<Sensor>> GetActions 1 - sensor <<GoalAgent>> Player <<AutomataAgent>> Referee <<AutomataAgent>> Environment 1 1 1 1 - body - ear 1 - eyes 1 - eyes 1
<<Effector>> Mouth <<Action>> +say (subject : Fact) Class Diagram – Agent X Environment <<Sensor>> GetActions PGetArmAction PGetLegAction IGetAction IGetAction PGetMouthAction PLegAction PArmAction <<Effector>> Legs <<Action>> +dash (acceleration : Vector) <<Action>> +kick (acceleration : Vector) +<<Action>> hit () IGetAction PMouthAction <<Effector>> Arms <<Action>> +release () <<Action>> +catch () <<Action>> +throw (acceleration : Vector) <<Action>> +tackle () <<Action>> +hit()