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@ -12,20 +12,12 @@ using namespace dbc; |
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using namespace components; |
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using namespace components; |
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max(); |
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max(); |
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constexpr const size_t STATE_MAX = 16; |
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enum StateNames { |
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ENEMY_IN_RANGE, |
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ENEMY_DEAD, |
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STATE_MAX |
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}; |
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using GOAPState = std::bitset<STATE_MAX>; |
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using GOAPState = std::bitset<STATE_MAX>; |
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bool is_subset(GOAPState& source, GOAPState& target) { |
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bool is_subset(GOAPState& source, GOAPState& target) { |
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GOAPState result = source & target; |
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GOAPState result = source & target; |
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std::cout << "IS_SUBSET: source: " << source << " target: " << target << " result: " << result << " is it? " << (result == target) << std::endl; |
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return result == target; |
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return result == target; |
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} |
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} |
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@ -33,8 +25,11 @@ struct Action { |
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std::string name; |
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std::string name; |
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int cost = 0; |
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int cost = 0; |
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std::unordered_map<StateNames, bool> preconds; |
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std::unordered_map<int, bool> preconds; |
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std::unordered_map<StateNames, bool> effects; |
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std::unordered_map<int, bool> effects; |
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Action(std::string name, int cost) : |
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name(name), cost(cost) {} |
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bool can_effect(GOAPState& state) { |
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bool can_effect(GOAPState& state) { |
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for(auto [name, setting] : preconds) { |
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for(auto [name, setting] : preconds) { |
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@ -66,12 +61,15 @@ template<> struct std::hash<Action> { |
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} |
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} |
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}; |
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}; |
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const Action FINAL_ACTION{"END", SCORE_MAX, {}, {}}; |
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const Action FINAL_ACTION("END", SCORE_MAX); |
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struct ActionState { |
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struct ActionState { |
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Action action; |
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Action action; |
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GOAPState state; |
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GOAPState state; |
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ActionState(Action action, GOAPState state) : |
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action(action), state(state) {} |
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bool operator==(const ActionState& other) const { |
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bool operator==(const ActionState& other) const { |
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return other.action == action && other.state == state; |
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return other.action == action && other.state == state; |
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} |
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} |
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@ -92,50 +90,40 @@ int distance_to_goal(GOAPState& from, GOAPState& to) { |
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AStarPath reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) { |
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AStarPath reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) { |
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fmt::println(">> reconstruct path: {}", current.name); |
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AStarPath total_path{current}; |
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AStarPath total_path{current}; |
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int count = 0; |
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int count = 0; |
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while(came_from.contains(current) && count++ < 10) { |
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while(came_from.contains(current) && count++ < 10) { |
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current = came_from[current]; |
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current = came_from.at(current); |
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if(current != FINAL_ACTION) { |
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if(current != FINAL_ACTION) { |
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fmt::println("adding next action: {}", current.name); |
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total_path.push_front(current); |
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total_path.push_front(current); |
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} |
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} |
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} |
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} |
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fmt::println("Exited reconstruct path."); |
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return total_path; |
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return total_path; |
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} |
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} |
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inline int h(GOAPState& start, GOAPState& goal) { |
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inline int h(GOAPState& start, GOAPState& goal) { |
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int result = distance_to_goal(start, goal); |
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return distance_to_goal(start, goal); |
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std::cout << "h on " << start << " and " << goal << " gives distance " << result << "\n"; |
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return result; |
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} |
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} |
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inline int d(GOAPState& start, GOAPState& goal) { |
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inline int d(GOAPState& start, GOAPState& goal) { |
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int result = distance_to_goal(start, goal); |
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return distance_to_goal(start, goal); |
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std::cout << "d on " << start << " and " << goal << " gives distance " << result << "\n"; |
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return result; |
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} |
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} |
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inline ActionState find_lowest(std::unordered_map<ActionState, int>& open_set) { |
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inline ActionState find_lowest(std::unordered_map<ActionState, int>& open_set) { |
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dbc::check(!open_set.empty(), "open set can't be empty in find_lowest"); |
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dbc::check(!open_set.empty(), "open set can't be empty in find_lowest"); |
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ActionState result; |
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const ActionState *result = nullptr; |
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int lowest_score = SCORE_MAX; |
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int lowest_score = SCORE_MAX; |
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for(auto [as, score] : open_set) { |
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for(auto& kv : open_set) { |
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fmt::println("### find_lowest: action={}, score={}", as.action.name, score); |
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if(kv.second < lowest_score) { |
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lowest_score = kv.second; |
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if(score < lowest_score) { |
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result = &kv.first; |
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lowest_score = score; |
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result = as; |
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} |
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} |
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} |
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} |
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fmt::println("<<< found lowest: action={}, score={}", result.action.name, lowest_score); |
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return *result; |
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return result; |
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} |
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} |
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@ -152,7 +140,6 @@ std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& s |
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open_set[start_state] = g_score[start] + h(start, goal); |
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open_set[start_state] = g_score[start] + h(start, goal); |
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while(!open_set.empty()) { |
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while(!open_set.empty()) { |
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fmt::println(">>>>>>>>>>>>>>>>>>>>>> TOP OF WHILE"); |
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auto current = find_lowest(open_set); |
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auto current = find_lowest(open_set); |
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if(is_subset(current.state, goal)) { |
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if(is_subset(current.state, goal)) { |
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@ -162,11 +149,8 @@ std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& s |
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open_set.erase(current); |
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open_set.erase(current); |
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for(auto& neighbor_action : actions) { |
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for(auto& neighbor_action : actions) { |
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fmt::println("^^^ NEXT ACTION {}", neighbor_action.name); |
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// calculate the GOAPState being current/neighbor
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// calculate the GOAPState being current/neighbor
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if(!neighbor_action.can_effect(current.state)) { |
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if(!neighbor_action.can_effect(current.state)) { |
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fmt::println("^^^ SKIP action {}", neighbor_action.name); |
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continue; |
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continue; |
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} |
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} |
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@ -175,21 +159,14 @@ std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& s |
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int tentative_g_score = g_score[current.state] + d_score; |
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int tentative_g_score = g_score[current.state] + d_score; |
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int neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : SCORE_MAX; |
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int neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : SCORE_MAX; |
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if(tentative_g_score < neighbor_g_score) { |
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if(tentative_g_score < neighbor_g_score) { |
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fmt::println("!!! NEW LOW SCORE::: SETTING {} with PARENT {}, tg_score={}, ng_score={}", |
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came_from.insert_or_assign(neighbor_action, current.action); |
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neighbor_action.name, current.action.name, |
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tentative_g_score, neighbor_g_score); |
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came_from[neighbor_action] = current.action; |
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g_score[neighbor] = tentative_g_score; |
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g_score[neighbor] = tentative_g_score; |
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// open_set gets the fScore
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// open_set gets the fScore
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ActionState neighbor_as{neighbor_action, neighbor}; |
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ActionState neighbor_as{neighbor_action, neighbor}; |
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open_set[neighbor_as] = tentative_g_score + h(neighbor, goal); |
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open_set[neighbor_as] = tentative_g_score + h(neighbor, goal); |
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} |
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} |
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fmt::println("^^^ END ACTION LOOP"); |
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} |
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} |
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fmt::println("<<<<<<<<<<<<<<<<< END OF WHILE"); |
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} |
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} |
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return std::nullopt; |
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return std::nullopt; |
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@ -197,6 +174,11 @@ std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& s |
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TEST_CASE("worldstate works", "[goap]") { |
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TEST_CASE("worldstate works", "[goap]") { |
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enum StateNames { |
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ENEMY_IN_RANGE, |
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ENEMY_DEAD |
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}; |
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GOAPState goal; |
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GOAPState goal; |
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GOAPState start; |
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GOAPState start; |
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std::vector<Action> actions; |
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std::vector<Action> actions; |
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@ -208,9 +190,7 @@ TEST_CASE("worldstate works", "[goap]") { |
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// end goal is enemy is dead
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true; |
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goal[ENEMY_DEAD] = true; |
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Action move_closer; |
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Action move_closer("move_closer", 10); |
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move_closer.name = "move_closer"; |
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move_closer.cost = 10; |
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move_closer.preconds[ENEMY_IN_RANGE] = false; |
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move_closer.preconds[ENEMY_IN_RANGE] = false; |
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move_closer.effects[ENEMY_IN_RANGE] = true; |
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move_closer.effects[ENEMY_IN_RANGE] = true; |
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@ -224,9 +204,7 @@ TEST_CASE("worldstate works", "[goap]") { |
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REQUIRE(!move_closer.can_effect(after_move_state)); |
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REQUIRE(!move_closer.can_effect(after_move_state)); |
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REQUIRE(distance_to_goal(start, after_move_state) == 1); |
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REQUIRE(distance_to_goal(start, after_move_state) == 1); |
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Action kill_it; |
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Action kill_it("kill_it", 10); |
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kill_it.name = "kill_it"; |
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kill_it.cost = 10; |
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kill_it.preconds[ENEMY_IN_RANGE] = true; |
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kill_it.preconds[ENEMY_IN_RANGE] = true; |
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kill_it.preconds[ENEMY_DEAD] = false; |
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kill_it.preconds[ENEMY_DEAD] = false; |
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kill_it.effects[ENEMY_DEAD] = true; |
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kill_it.effects[ENEMY_DEAD] = true; |
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@ -245,6 +223,11 @@ TEST_CASE("worldstate works", "[goap]") { |
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} |
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} |
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TEST_CASE("basic feature tests", "[goap]") { |
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TEST_CASE("basic feature tests", "[goap]") { |
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enum StateNames { |
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ENEMY_IN_RANGE, |
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ENEMY_DEAD |
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}; |
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GOAPState goal; |
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GOAPState goal; |
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GOAPState start; |
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GOAPState start; |
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std::vector<Action> actions; |
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std::vector<Action> actions; |
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@ -256,15 +239,11 @@ TEST_CASE("basic feature tests", "[goap]") { |
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// end goal is enemy is dead
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true; |
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goal[ENEMY_DEAD] = true; |
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Action move_closer; |
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Action move_closer("move_closer", 10); |
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move_closer.name = "move_closer"; |
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move_closer.cost = 10; |
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move_closer.preconds[ENEMY_IN_RANGE] = false; |
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move_closer.preconds[ENEMY_IN_RANGE] = false; |
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move_closer.effects[ENEMY_IN_RANGE] = true; |
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move_closer.effects[ENEMY_IN_RANGE] = true; |
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Action kill_it; |
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Action kill_it("kill_it", 10); |
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kill_it.name = "kill_it"; |
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kill_it.cost = 10; |
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kill_it.preconds[ENEMY_IN_RANGE] = true; |
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kill_it.preconds[ENEMY_IN_RANGE] = true; |
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kill_it.preconds[ENEMY_DEAD] = false; |
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kill_it.preconds[ENEMY_DEAD] = false; |
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kill_it.effects[ENEMY_DEAD] = true; |
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kill_it.effects[ENEMY_DEAD] = true; |
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@ -276,7 +255,75 @@ TEST_CASE("basic feature tests", "[goap]") { |
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auto result = plan_actions(actions, start, goal); |
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auto result = plan_actions(actions, start, goal); |
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REQUIRE(result != std::nullopt); |
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REQUIRE(result != std::nullopt); |
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auto state = start; |
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for(auto& action : *result) { |
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for(auto& action : *result) { |
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fmt::println("ACTION: {}", action.name); |
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fmt::println("ACTION: {}", action.name); |
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state = action.apply_effect(state); |
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} |
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REQUIRE(state[ENEMY_DEAD]); |
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} |
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} |
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TEST_CASE("wargame test from cppGOAP", "[goap]") { |
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std::vector<Action> actions; |
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// Constants for the various states are helpful to keep us from
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// accidentally mistyping a state name.
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enum WarGameStates { |
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target_acquired, |
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target_lost, |
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target_in_warhead_range, |
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target_dead |
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}; |
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// Now establish all the possible actions for the action pool
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// In this example we're providing the AI some different FPS actions
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Action spiral("searchSpiral", 5); |
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spiral.preconds[target_acquired] = false; |
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spiral.preconds[target_lost] = true; |
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spiral.effects[target_acquired] = true; |
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actions.push_back(spiral); |
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Action serpentine("searchSerpentine", 5); |
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serpentine.preconds[target_acquired] = false; |
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serpentine.preconds[target_lost] = false; |
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serpentine.effects[target_acquired] = true; |
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actions.push_back(serpentine); |
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Action intercept("interceptTarget", 5); |
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intercept.preconds[target_acquired] = true; |
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intercept.preconds[target_dead] = false; |
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intercept.effects[target_in_warhead_range] = true; |
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actions.push_back(intercept); |
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Action detonateNearTarget("detonateNearTarget", 5); |
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detonateNearTarget.preconds[target_in_warhead_range] = true; |
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detonateNearTarget.preconds[target_acquired] = true; |
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detonateNearTarget.preconds[target_dead] = false; |
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detonateNearTarget.effects[target_dead] = true; |
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actions.push_back(detonateNearTarget); |
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// Here's the initial state...
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GOAPState initial_state; |
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initial_state[target_acquired] = false; |
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initial_state[target_lost] = true; |
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initial_state[target_in_warhead_range] = false; |
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initial_state[target_dead] = false; |
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// ...and the goal state
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GOAPState goal_target_dead; |
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goal_target_dead[target_dead] = true; |
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auto result = plan_actions(actions, initial_state, goal_target_dead); |
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REQUIRE(result != std::nullopt); |
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auto state = initial_state; |
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for(auto& action : *result) { |
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fmt::println("ACTION: {}", action.name); |
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state = action.apply_effect(state); |
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} |
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REQUIRE(state[target_dead]); |
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} |
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} |
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