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@ -6,20 +6,92 @@ |
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#include "matrix.hpp" |
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#include "components.hpp" |
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#include <bitset> |
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#include <limits> |
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using namespace dbc; |
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using namespace components; |
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using AStarPath = std::deque<Point>; |
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max(); |
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void update_map(Matrix& map, std::deque<Point>& total_path) { |
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for(auto &point : total_path) { |
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map[point.y][point.x] = 10; |
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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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bool is_subset(GOAPState& source, GOAPState& 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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} |
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struct Action { |
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std::string name; |
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int cost = 0; |
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std::unordered_map<StateNames, bool> preconds; |
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std::unordered_map<StateNames, bool> effects; |
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bool can_effect(GOAPState& state) { |
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for(auto [name, setting] : preconds) { |
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if(state[name] != setting) return false; |
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} |
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return true; |
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} |
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GOAPState apply_effect(GOAPState& state) { |
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// RCR SUGGEST: state = (state & ~write_mask) | effect
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auto state_cp = state; |
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for(auto [name, setting] : effects) { |
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state_cp[name] = setting; |
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} |
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return state_cp; |
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} |
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bool operator==(const Action& other) const { |
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return other.name == name; |
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} |
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}; |
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template<> struct std::hash<Action> { |
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size_t operator()(const Action& p) const { |
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return std::hash<std::string>{}(p.name); |
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} |
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}; |
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struct ActionState { |
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Action action; |
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GOAPState state; |
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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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} |
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}; |
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template<> struct std::hash<ActionState> { |
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size_t operator()(const ActionState& p) const { |
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return std::hash<Action>{}(p.action) ^ std::hash<GOAPState>{}(p.state); |
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} |
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}; |
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using AStarPath = std::deque<Action>; |
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int distance_to_goal(GOAPState& from, GOAPState& to) { |
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auto result = from ^ to; |
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return result.count(); |
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} |
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AStarPath reconstruct_path(std::unordered_map<Point, Point>& came_from, Point current) { |
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std::deque<Point> total_path{current}; |
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AStarPath reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) { |
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AStarPath total_path{current}; |
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while(came_from.contains(current)) { |
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current = came_from[current]; |
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@ -29,61 +101,80 @@ AStarPath reconstruct_path(std::unordered_map<Point, Point>& came_from, Point cu |
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return total_path; |
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} |
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inline h(Point from, Point to) { |
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return std::hypot(float(from.x) - float(to.x), |
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float(from.y) - float(to.y)); |
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inline int h(GOAPState& start, GOAPState& goal) { |
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return distance_to_goal(start, goal); |
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} |
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inline d(Point current, Point neighbor) { |
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return std::hypot(float(current.x) - float(neighbor.x), |
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float(current.y) - float(neighbor.y)); |
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inline int d(GOAPState& start, GOAPState& goal) { |
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return distance_to_goal(start, goal); |
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} |
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inline Point find_lowest(std::unordered_map<Point, float>& 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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Point result; |
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float lowest_score = 10000; |
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ActionState result; |
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int lowest_score = SCORE_MAX; |
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for(auto [point, score] : open_set) { |
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for(auto [as, score] : open_set) { |
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if(score < lowest_score) { |
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lowest_score = score; |
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result = point; |
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result = as; |
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} |
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} |
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return result; |
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} |
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std::optional<Action> first_action(std::vector<Action>& actions, GOAPState& start) { |
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Action start_action; |
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std::optional<AStarPath> path_to_player(Matrix& map, Point start, Point goal) { |
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std::unordered_map<Point, float> open_set; |
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std::unordered_map<Point, Point> came_from; |
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std::unordered_map<Point, float> g_score; |
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g_score[start] = 0; |
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for(auto& action : actions) { |
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if(action.can_effect(start)) { |
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return std::make_optional<Action>(action); |
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} |
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} |
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return std::nullopt; |
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} |
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// map is the list of possible actions
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// start and goal are two world states
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std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& start, GOAPState& goal) { |
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std::unordered_map<ActionState, int> open_set; |
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std::unordered_map<Action, Action> came_from; |
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std::unordered_map<GOAPState, int> g_score; |
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open_set[start] = g_score[start] + h(start, goal); |
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auto start_action = first_action(actions, start); |
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dbc::check(start_action != std::nullopt, "no action can start"); |
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ActionState start_state{*start_action, start}; |
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g_score[start] = 0; |
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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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auto current = find_lowest(open_set); |
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if(current == goal) { |
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return std::make_optional<AStarPath>(reconstruct_path(came_from, current)); |
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if(current.state == goal) { |
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return std::make_optional<AStarPath>(reconstruct_path(came_from, current.action)); |
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} |
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open_set.erase(current); |
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for(matrix::compass it{map, current.x, current.y}; it.next();) { |
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Point neighbor{it.x, it.y}; |
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for(auto& neighbor_action : actions) { |
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// calculate the GOAPState being current/neighbor
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if(!neighbor_action.can_effect(current.state)) continue; |
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float d_score = d(current, neighbor) + map[it.y][it.x] * 1000; |
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float tentative_g_score = g_score[current] + d_score; |
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float neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : 10000.0f; |
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auto neighbor = neighbor_action.apply_effect(current.state); |
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int d_score = d(current.state, neighbor); |
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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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if(tentative_g_score < neighbor_g_score) { |
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came_from[neighbor] = current; |
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// action attached?
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came_from[neighbor_action] = current.action; |
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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[neighbor] = tentative_g_score + h(neighbor, goal); |
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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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} |
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} |
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} |
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@ -91,20 +182,85 @@ std::optional<AStarPath> path_to_player(Matrix& map, Point start, Point goal) { |
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return std::nullopt; |
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} |
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TEST_CASE("worldstate works", "[goap]") { |
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GOAPState goal; |
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GOAPState start; |
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std::vector<Action> actions; |
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// start off enemy not dead and not in range
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start[ENEMY_DEAD] = false; |
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start[ENEMY_IN_RANGE] = false; |
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true; |
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Action move_closer; |
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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.effects[ENEMY_IN_RANGE] = true; |
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REQUIRE(move_closer.can_effect(start)); |
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auto after_move_state = move_closer.apply_effect(start); |
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REQUIRE(start[ENEMY_IN_RANGE] == false); |
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REQUIRE(after_move_state[ENEMY_IN_RANGE] == true); |
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REQUIRE(after_move_state[ENEMY_DEAD] == false); |
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// start is clean but after move is dirty
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REQUIRE(move_closer.can_effect(start)); |
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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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Action kill_it; |
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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_DEAD] = false; |
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kill_it.effects[ENEMY_DEAD] = true; |
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REQUIRE(kill_it.can_effect(start)); |
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REQUIRE(kill_it.can_effect(after_move_state)); |
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auto after_kill_state = kill_it.apply_effect(after_move_state); |
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REQUIRE(!kill_it.can_effect(after_kill_state)); |
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REQUIRE(distance_to_goal(after_move_state, after_kill_state) == 1); |
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actions.push_back(kill_it); |
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actions.push_back(move_closer); |
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REQUIRE(start != goal); |
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} |
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TEST_CASE("basic feature tests", "[goap]") { |
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for(int i = 0; i < 10; i++) { |
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LevelManager levels; |
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GameLevel level = levels.current(); |
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auto &map = *level.map; |
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auto& player_at = level.world->get<Position>(level.player); |
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// matrix::dump("A* PLAYER", map.walls(), player_at.location.x, player_at.location.y);
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level.world->query<Position, Combat>([&](const auto ent, auto& enemy_at, auto&) { |
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if(ent != level.player) { |
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auto result = path_to_player(map.walls(), enemy_at.location, player_at.location); |
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REQUIRE(result != std::nullopt); |
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} |
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}); |
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GOAPState goal; |
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GOAPState start; |
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std::vector<Action> actions; |
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// start off enemy not dead and not in range
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start[ENEMY_DEAD] = false; |
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start[ENEMY_IN_RANGE] = false; |
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true; |
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Action move_closer; |
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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.effects[ENEMY_IN_RANGE] = true; |
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Action kill_it; |
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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_DEAD] = false; |
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kill_it.effects[ENEMY_DEAD] = true; |
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actions.push_back(kill_it); |
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actions.push_back(move_closer); |
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auto result = plan_actions(actions, start, goal); |
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REQUIRE(result != std::nullopt); |
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for(auto& action : *result) { |
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fmt::println("ACTION: {}", action.name); |
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} |
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} |
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