edu.lmu.liftor
Interface Person.Personality
- All Known Implementing Classes:
- Traveller
- Enclosing interface:
- Person
- public static interface Person.Personality
A personality is used to control the behavior of a person.
The personality directs the person to navigate and interact
with their surroundings.
|
Method Summary |
java.lang.String |
getName()
Returns the name of this personality. |
int |
motivate(Person p)
Motivate this person. |
motivate
public int motivate(Person p)
- Motivate this person. This method is repeatedly called
so long as this is the given Person's dominant personality.
In essence, it should decide upon a goal, execute that goal,
then return so that it may be called again to repeat the goal
selection and execution process.
A personality may take as little or as long as it wants to
complete its objective, it may even decide to store state
and return knowing it will (most likely) be called again.
The number that is returned is the number of milliseconds
that the Personality is willing to wait for another chance
to execute. While there is no guarantee that motivate()
will be called again within that time, it allows the
use of a thread pool to move persons around in the
game.
If the quantity returned is negative, that is the maximum amount
of time that the Personality would like to have elapse
before the next call. If it is a postive number, that is the
minimum amount of time and the Personality is willing to allow
more time to elapse if necessary.
getName
public java.lang.String getName()
- Returns the name of this personality. Preferably an adverb.