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<title>How to implement an Agent Aspect</title>
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<p><font size="6"><i><b>How to implement an Agent Aspect</b></i></font></p>
<p><font size="4">In this HowTo we will focus on creating an agent aspect. The 
  agent aspect is what separates a mere object in the world from a 'thinking' 
  entity. The agent aspect can use perceptors to receive information regarding 
  its environment. Based on this information and (usually also) the internal state 
  of the agent aspect, it can then determine the optimal reaction to the situation. 
  He can then use his effectors to realize this goal. This means that the work 
  necessary to implement an agent aspect is split into two parts: Creating its 
  perceptors and effectors, and the actual think-operation during each simulation 
  step.</font></p>
<p><font size="4">The first step for each agent aspect is to secure its perceptors 
  and effectors. This is done in the OnLink() function. This function is a feature 
  of the object hierarchy. It is called automatically on a node after it has been 
  inserted into the object hierarchy. This procedure can be seen as the point 
  of construction within the hierarchy. Looking at the SurvivalAgentAspect (used 
  in the Survival Simulation) we see that an agent aspect requests perceptors 
  and effectors from the current simulations control aspect:</font></p>
<pre><span class="typ">void </span>SurvivalAgentAspect::OnLink()
{
  <span class="com">// locate control aspect
</span>  shared_ptr&lt;SurvivalControlAspect&gt; control = shared_static_cast&lt;SurvivalControlAspect&gt;(GetScene()-&gt;GetChildOfClass(<span class="str">&quot;SurvivalControlAspect&quot;</span>));
  
  <span class="key">if </span>(!control)
  {
    GetLog()-&gt;Error() &lt;&lt; <span class="str">&quot;ERROR: Could not locate SurvivalControlAspect...&quot;</span> &lt;&lt; endl;
    <span class="key">return</span>;
  }

  <span class="com">// we now have the control aspect
</span>
  shared_ptr&lt;AgentAspect&gt; agent = shared_static_cast&lt;AgentAspect&gt;(make_shared(GetSelf()));

  <span class="com">// request some effectors
</span>  mForceEffector = shared_static_cast&lt;ForceEffector&gt;(control-&gt;RequestEffector(agent, <span class="str">&quot;kerosin/ForceEffector&quot;</span>));
  
  <span class="com">// request some perceptors
</span>  mVisionPerceptor    = shared_static_cast&lt;VisionPerceptor&gt;(control-&gt;RequestPerceptor(agent, <span class="str">&quot;kerosin/VisionPerceptor&quot;</span>));
  mLineSegmentPerceptor  = shared_static_cast&lt;LineSegmentPerceptor&gt;(control-&gt;RequestPerceptor(agent, <span class="str">&quot;LineSegmentPerceptor&quot;</span>));
}</pre>
<p><font size="4">The agent aspect first retrieves a control aspect. Using this 
  control aspect it requests a ForceEffector, a VisionPerceptor and a LineSegmentPerceptor 
  by specifying the correct class names. As we have already seen in the previous 
  HowTo, the control aspect makes sure that it is 'legal' to request these perceptors 
  and effectors.</font></p>
<p><font size="4">Now, the simulation can begin. Every frame each agent aspect 
  gets the chance to update its internal state and make use of its perceptors 
  and effectors. This is done in the Think() function, which every agent aspect 
  needs to implement. The interface for this function is dictated by the kerosin::AgentAspect 
  class, from which all custom agent aspects must derive:</font></p>
<pre><span class="com">  //! this method must be implemented for the agents 'think' behavior
</span>  <span class="key">virtual </span><span class="typ">void </span>Think(<span class="typ">float </span>deltaTime) = <span class="num">0</span>;</pre>
<p><font size="4">During the call to Think() each agent aspect just makes use 
  of its perceptors and effectors as discussed in previous HowTos. There is not 
  anything more to it.</font></p>
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