PrioritySteering

class PrioritySteering<T>(environment: Euclidean2DEnvironment<T>, pedestrian: PedestrianProperty<T>, timeDistribution: TimeDistribution<T>) : SteeringBehavior<T> (source)

Steering behavior that executes only the steering action targeting the nearest destination.

Parameters

environment

the environment in which the pedestrian moves.

timeDistribution

the time distribution governing reaction execution.

Type Parameters

T

the concentration type.

Constructors

Link copied to clipboard
constructor(environment: Euclidean2DEnvironment<T>, pedestrian: PedestrianProperty<T>, timeDistribution: TimeDistribution<T>)

Properties

Link copied to clipboard
@get:Nonnull
open var actions: List<Action<T?>>
Link copied to clipboard
@get:Nonnull
open var conditions: List<Condition<T?>>
Link copied to clipboard
Link copied to clipboard
Link copied to clipboard
@get:Nonnull
val node: Node<T?>
Link copied to clipboard
Link copied to clipboard
open val rate: Double
Link copied to clipboard

the strategy used to combine steering actions

Link copied to clipboard
@get:Nonnull
val tau: Time
Link copied to clipboard

Functions

Link copied to clipboard
open fun canExecute(): Boolean
Link copied to clipboard
open override fun cloneOnNewNode(node: Node<T>, currentTime: Time): SteeringBehavior<T>
Link copied to clipboard
operator fun compareTo(o: Actionable<T?>): Int
Link copied to clipboard
open override fun execute()
Link copied to clipboard
open fun initializationComplete(@Nonnull atTime: Time, @Nonnull environment: Environment<T?, *>)
Link copied to clipboard

The list of steering actions in this reaction.

Link copied to clipboard
fun update(@Nonnull currentTime: Time, hasBeenExecuted: Boolean, @Nonnull environment: Environment<T?, *>)