PrioritySteering

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

Steering behavior using Nearest steering strategy (= the only action executed is the one with the nearest target).

Parameters

environment
    the environment inside which the pedestrian moves.
node
    the owner of this reaction.
timeDistribution
    the time distribution according to this the reaction executes.

Constructors

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fun <T> PrioritySteering(    environment: Euclidean2DEnvironment<T>,     pedestrian: PedestrianProperty<T>,     timeDistribution: TimeDistribution<T>)

Functions

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open override fun canExecute(): Boolean
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open override fun cloneOnNewNode(node: Node<T>, currentTime: Time): SteeringBehavior<T>
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operator override fun compareTo(other: Actionable<T>): Int
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operator override fun equals(other: Any?): Boolean
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open override fun execute()
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override fun hashCode(): Int
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open override fun initializationComplete(atTime: Time, environment: Environment<T, *>)
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fun steerActions(): List<SteeringAction<T, Euclidean2DPosition>>

The list of steering actions in this reaction.

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open override fun toString(): String
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override fun update(    currentTime: Time,     hasBeenExecuted: Boolean,     environment: Environment<T, *>)

Properties

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open override var actions: List<Action<T>>
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open override var conditions: List<Condition<T>>
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override val inboundDependencies: ListSet<Dependency>
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override val inputContext: Context
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override val node: Node<T>
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override val outboundDependencies: ListSet<Dependency>
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override val outputContext: Context
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open val rate: Double
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open val steerStrategy: SteeringStrategy<T, Euclidean2DPosition>
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override val tau: Time
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override val timeDistribution: TimeDistribution<T>