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RG_config.h
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126 lines (109 loc) · 2.34 KB
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#ifndef RG_CONFIG_H
#define RG_CONFIG_H
#define USE_CLI // If you want to use uncomment this
#ifdef USE_CLI
#include "CLI.h"
#endif
//$$ Make Sure All these enum declaration have that certain amount of datapoint $$//
#define num_of_personality 4
#define num_of_mood 3
#define num_of_action 20
#define num_of_reaction 17
#define default_FrameSize 20
#define default_WindowSize 4
#define reward_multiplier_randomness 10.5 //in percentage
struct reward_values {
double val[num_of_reaction];
};
enum LoadFrom{
_FLASH_,
_SPIFF_,
_APP_,
_CLOUD_
};
/**/
enum Task{
_sing_,
_dance_,
_playwin_,
_playlose_,
_sleep_,
_fire_,
_bore_,
_spit_,
};
/*
Achiever: Predominantly positive moods
Creative: A mix of moods, with a slight tilt towards positive and neutral
Balanced: An even distribution of positive, negative, and neutral moods
Distressed: Predominantly negative moods
*/
enum Personality { _achiever_,
_creative_,
_balanced_,
_distressed_,
};
/*
Normal: React Normally
Phyco: React Abnormally
*/
enum MentalState{
_normal_,
_phyco_,
};
enum Mood { _positive_,
_neutral_,
_negative_,
};
enum Inertia{ _HighInertia_,
_LowInertia_
};
enum Action { _hithead_,
_hitbelly_,
_hithand_,
_hitback_,
_fall_,
_hang_,
_shake_,
_idle_,
_call_,
_recognized_,
_handmassage_,
_headmassage_,
_bellymassage_,
_backmassage_,
_positive_talk_,
_negative_talk_,
_neutral_talk_,
_aggressive_action_,
_friendly_action_,
_neutral_action_
};
enum Reaction {
_superanger_,
_anger_,
_supersad_,
_sad_,
_annoyed_,
_frustrated_,
_scared_,
_confused_,
_calm_,
_shy_,
_curious_,
_excited_,
_surprised_,
_playful_,
_affectionate_,
_happy_,
_superhappy_
};
struct CharacterState {
Personality _personality_;
Mood _mood_;
Reaction _reaction_;
Inertia _inertia_;
double MoodPositivity = 0.5, MoodNegativity = -0.5;
bool moodChanged=false;
};
#endif