Uses of Class
edu.uky.cs.nil.tt.world.State

Packages that use State
Package
Description
Tandem Tales is a platform that enables short, paired storytelling exercises between two agents over a network.
Story worlds define the objects, concepts, and actions that exist in a story, and story world models define the logic for when actions can happen, how actions change the current state of world, when endings happen, etc.
  • Uses of State in edu.uky.cs.nil.tt

    Fields in edu.uky.cs.nil.tt declared as State
    Modifier and Type
    Field
    Description
    final State
    Session.Event.actual
    The actual state of the story world after the turn
    final State
    Session.Event.perceived
    The state of the story world as perceived by the player after the turn
    Methods in edu.uky.cs.nil.tt that return State
    Modifier and Type
    Method
    Description
    Agent.getState()
    Returns the current state of the story world for this agent's session, as perceived by this agent, or null if this agent has not yet been matched.
    Client.getState()
    Returns the current state of the story world.
    Methods in edu.uky.cs.nil.tt with parameters of type State
    Modifier and Type
    Method
    Description
    protected void
    Session.append(Turn turn, State actual, State perceived)
    Adds a new event to this session, which records a turn in the story, the actual and player perceived states after that turn, and the time it occurred.
    protected void
    Client.onStart(World world, Role role, State initial)
    This method is called once when the client's session starts.
  • Uses of State in edu.uky.cs.nil.tt.world

    Classes in edu.uky.cs.nil.tt.world that implement interfaces with type arguments of type State
    Modifier and Type
    Class
    Description
    class 
    A proposition is a logical expression that can be either true or false.
    Methods in edu.uky.cs.nil.tt.world that return State
    Modifier and Type
    Method
    Description
    Effect.apply(State before, State after)
    If this effect's condition holds, this method applies this effect's change to a given state.
    Status.getState()
    Returns a state that gives the current value of all the story world's variables.
    State.set(Assignment assignment)
    Returns a new state object that is identical to this one, except with the variable in the given assignment set to the given value.
    protected State
    State.setDescription(String description)
    Returns a new state that is the same as this state, except this its description is the given value.
    Methods in edu.uky.cs.nil.tt.world with parameters of type State
    Modifier and Type
    Method
    Description
    Effect.apply(State before, State after)
    If this effect's condition holds, this method applies this effect's change to a given state.
    Entity.evaluate(State state)
     
    Expression.evaluate(State state)
    Returns the value of this logical expression in the given state.
    Proposition.evaluate(State state)
    Returns the value of this logical expression in the given state.
    protected abstract Value
    Proposition.Operator.evaluate(Expression[] arguments, State state)
    Evaluates the truth value of a proposition whose operator is this operator and whose arguments are the given arguments in a given state.
    default Value
    Value.evaluate(State state)
    Returns the value of this logical expression in the given state.
    Variable.evaluate(State state)
     
    protected Turn[]
    LogicalWorld.getChoices(Role role, Turn[] history, State state, Ending ending)
    Returns an array of choices available to a given role based on the current state of a story world, or null if no choices are available.
    protected Ending
    LogicalWorld.getEnding(Role role, Turn[] history, State state)
    Determines whether the story has ended and, if so, returns the ending.
    protected String
    LogicalWorld.getEntityDescription(Role role, Turn[] history, State state, Entity entity)
    Returns a longer, more helpful description of an entity based on the current state of a story world.
    protected Entity[]
    LogicalWorld.getEntityDescriptions(Role role, Turn[] history, State state)
    Returns an array of entities visible to a given role which have useful descriptions.
    protected Status
    LogicalWorld.getStatus(Role role, Turn[] history, State actual, State observed)
    Calculates the ending (if any), entity descriptions, and turns available to include in a status.
    boolean
    LogicalWorld.isAvailable(Role role, Action action, State state)
    Checks whether the given action is available is available to the given role in the given state.
    boolean
    LogicalWorld.isVisible(Role role, Action action, State state)
    Checks whether the given action would be seen by the given role if it happened in the given state.
    boolean
    LogicalWorld.isVisible(Role role, Entity entity, State state)
    Checks whether the given role can see the given entity in the given state.
    boolean
    LogicalWorld.isVisible(Role role, Variable variable, State state)
    Checks whether the given role can see the value of the given variable in the given state.
    boolean
    Proposition.test(State state)
     
    LogicalWorld.transition(Status status, State actual, Turn turn)
     
    abstract Status
    WorldModel.transition(Status status, State actual, Turn turn)
    Given the current status of a story world (actual or perceived), the actual current status of a story world, and a turn, this method simulates that turn and returns the new perceived status of the story world.
    Constructors in edu.uky.cs.nil.tt.world with parameters of type State
    Modifier
    Constructor
    Description
     
    Status(String world, Role role, Turn[] history, State state, Ending ending, Entity[] descriptions, Turn[] choices)
    Constructs a status.