Skip to content

Dinner game produces satiation w/o player input #33

Description

@meldckn

This game (delete any that do not apply):

  • Did not function according to the instructions.
  • Was not appropriate for this scene.

Other comments/elaborations:
Satiation goes up without food entities even being present, and without player input, which is not the intended behavior for this scene (should be constantly depleting without player input).

Game: Gemini/ASP/games/dinner_1.lp

label(entity(e_1_XX_),dish).
label(entity(e_2_XX_),friend).
label(resource(r_1_XX_),satiation,write).
label(resource(r_2_XX_),appetite,private).

entity(e_1_XX_).
entity(e_2_XX_).

resource(r_1_XX_).
resource(r_2_XX_).

many(entity(e_1_XX_)).
many(entity(e_2_XX_)).

initialize(add(entity(e_1_XX_),scalar(1),location(middle,center))).
initialize(add(entity(e_2_XX_),scalar(1),location(top,left))).
initialize(add(entity(e_2_XX_),scalar(1),location(bottom,center))).
initialize(add(entity(e_2_XX_),scalar(1),location(top,right))).
initialize(set_draggable(entity(e_1_XX_),true)).
initialize(set_color(entity(e_1_XX_),red)).
initialize(set_sprite(entity(e_1_XX_),triangle)).
initialize(set_sprite(entity(e_2_XX_),triangle)).
initialize(set_color(entity(e_2_XX_),blue)).

controlLogic(draggable(entity(e_1_XX_))).

timer_logic(timer(t_1_XX_),scalar(5),loop).
timer_logic(timer(t_2_XX_),scalar(7),loop).
timer_logic(timer(behavior_condition_polarity_entity_e_2_XX__XX__X_wander_X_tick_XX_),scalar(3),loop).

pool(entity(e_1_XX_),location(top,left),ordered,ordered).
pool(entity(e_1_XX_),location(top,center),ordered,ordered).
pool(entity(e_1_XX_),location(top,right),ordered,ordered).
pool(entity(e_1_XX_),location(middle,left),ordered,ordered).
pool(entity(e_1_XX_),location(middle,center),ordered,ordered).
pool(entity(e_1_XX_),location(middle,right),ordered,ordered).
pool(entity(e_1_XX_),location(bottom,left),ordered,ordered).
pool(entity(e_1_XX_),location(bottom,center),ordered,ordered).
pool(entity(e_1_XX_),location(bottom,right),ordered,ordered).
pool(entity(e_2_XX_),location(top,left),ordered,random).
pool(entity(e_2_XX_),location(top,center),ordered,random).
pool(entity(e_2_XX_),location(top,right),ordered,random).
pool(entity(e_2_XX_),location(middle,left),ordered,random).
pool(entity(e_2_XX_),location(middle,center),ordered,random).
pool(entity(e_2_XX_),location(middle,right),ordered,random).
pool(entity(e_2_XX_),location(bottom,left),ordered,random).
pool(entity(e_2_XX_),location(bottom,center),ordered,random).
pool(entity(e_2_XX_),location(bottom,right),ordered,random).

boundary(closed).

initialize(set_value(resource(r_1_XX_),scalar(8))).
initialize(set_value(resource(r_2_XX_),scalar(5))).

precondition(timer_elapsed(t_1_XX_),outcome(o_1_XX_)).
result(outcome(o_1_XX_),set_value(resource(r_1_XX_),amount(clear))).
result(outcome(o_1_XX_),set_value(resource(r_2_XX_),amount(clear))).

precondition(timer_elapsed(t_2_XX_),outcome(o_2_XX_)).
result(outcome(o_2_XX_),set_value(resource(r_1_XX_),amount(clear))).
result(outcome(o_2_XX_),set_value(resource(r_2_XX_),amount(clear))).

precondition(le(resource(r_1_XX_),scalar(1)),outcome(o_3_XX_)).
result(outcome(o_3_XX_),mode_change(narrative_gating)).

precondition(ge(resource(r_2_XX_),scalar(1)),outcome(o_4_XX_)).
precondition(overlaps(entity(e_1_XX_),entity(e_2_XX_),true),outcome(o_4_XX_)).
result(outcome(o_4_XX_),set_value(resource(r_1_XX_),amount(clear))).
result(outcome(o_4_XX_),set_value(resource(r_2_XX_),amount(clear))).
result(outcome(o_4_XX_),decrease(resource(r_2_XX_),scalar(10))).
result(outcome(o_4_XX_),increase(resource(r_1_XX_),scalar(12))).
result(outcome(o_4_XX_),delete(entity(e_1_XX_))).

precondition(timer_elapsed(behavior_condition_polarity_entity_e_2_XX__XX__X_wander_X_tick_XX_),outcome(o_5_XX_)).
result(outcome(o_5_XX_),set_value(resource(r_2_XX_),amount(clear))).
result(outcome(o_5_XX_),rotate_to(entity(e_2_XX_),random_int(scalar(0),scalar(360)))).

precondition(control_event(click(entity(e_2_XX_))),outcome(o_6_XX_)).
result(outcome(o_6_XX_),set_value(resource(r_2_XX_),amount(clear))).
result(outcome(o_6_XX_),add(entity(e_1_XX_),scalar(1),pool(entity(e_1_XX_)))).

precondition(tick,tick).
result(tick,apply_restitution(entity(e_1_XX_),entity(e_1_XX_))).
result(tick,apply_restitution(entity(e_2_XX_),entity(e_2_XX_))).
result(tick,decrease_over_time(resource(r_1_XX_),scalar(1))).
result(tick,increase_over_time(resource(r_2_XX_),scalar(1))).
result(tick,moves(entity(e_2_XX_),forward,scalar(5))).

reading(goal(produce),resource(r_1_XX_)).
reading(good,resource(r_1_XX_)).
reading(produces,relation(pool(entity(e_1_XX_)),entity(e_1_XX_))).
reading(produces,relation(entity(e_1_XX_),resource(r_1_XX_))).
reading(produces,relation(entity(e_2_XX_),resource(r_1_XX_))).
reading(consumes,relation(entity(e_2_XX_),entity(e_1_XX_))).
reading(consumes,relation(entity(e_1_XX_),resource(r_2_XX_))).
reading(consumes,relation(entity(e_2_XX_),resource(r_2_XX_))).
reading(bad,tick).
reading(good,outcome(o_6_XX_)).
reading(good,outcome(o_4_XX_)).
reading(bad,entity(e_2_XX_)).
reading(good,entity(e_1_XX_)).
reading(good,entity(e_2_XX_)).
reading(good,pool(entity(e_1_XX_))).
reading(help,relation(entity(e_2_XX_),player)).
reading(hand_eye_coordination,game).
reading(sharing,relation(resource(r_2_XX_),entity(e_1_XX_))).
reading(sharing,relation(entity(e_1_XX_),entity(e_2_XX_))).
reading(sharing,relation(resource(r_2_XX_),entity(e_2_XX_))).
reading(tradeoff,entity(e_2_XX_)).
reading(maintenance,resource(r_1_XX_)).
reading(stakes(low),resource(r_1_XX_)).
reading(stakes(low),resource(r_2_XX_)).
reading(outcome_helps,relation(outcome(o_4_XX_),resource(r_1_XX_))).

==========

<p>Click friends to make food. Pass dishes around the table to keep people fed.</p>

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions