Moving some stuff around before writing a test to confirm the EntityAI.

master
Zed A. Shaw 3 weeks ago
parent f3e157a0f7
commit db5a371766
  1. 13
      ai.cpp
  2. 20
      ai.hpp
  3. 2
      gui_fsm.cpp
  4. 46
      systems.cpp
  5. 2
      systems.hpp
  6. 4
      tests/ai.cpp

@ -157,4 +157,17 @@ namespace ai {
AIProfile* profile() {
return &AIMGR.profile;
}
bool EntityAI::wants_to(std::string name) {
return plan.script[0].name == name;
}
void EntityAI::set_state(std::string name, bool setting) {
ai::set(start, name, setting);
}
void EntityAI::update() {
plan = ai::plan(script, start, goal);
}
}

@ -9,6 +9,26 @@
#include "goap.hpp"
namespace ai {
struct EntityAI {
std::string script;
ai::State start;
ai::State goal;
ai::ActionPlan plan;
EntityAI(std::string script, ai::State start, ai::State goal) :
script(script), start(start), goal(goal)
{
}
EntityAI() {};
bool wants_to(std::string name);
void set_state(std::string name, bool setting);
void update();
};
struct AIManager {
AIProfile profile;

@ -341,7 +341,7 @@ namespace gui {
void FSM::run_systems() {
System::generate_paths($level);
System::enemy_ai($level);
System::enemy_ai_initialize($level);
System::enemy_pathing($level);
System::collision($level);
System::motion($level);

@ -18,32 +18,6 @@ using namespace components;
using lighting::LightSource;
using ftxui::Color;
struct EntityAI {
std::string script;
ai::State start;
ai::State goal;
ai::ActionPlan plan;
EntityAI(std::string script, ai::State start, ai::State goal) :
script(script), start(start), goal(goal)
{
}
EntityAI() {};
bool wants_to(std::string name) {
return plan.script[0].name == name;
}
void set_state(std::string name, bool setting) {
ai::set(start, name, setting);
}
void update() {
plan = ai::plan(script, start, goal);
}
};
void System::lighting(GameLevel &level) {
auto &light = *level.lights;
auto &world = *level.world;
@ -70,25 +44,25 @@ void System::generate_paths(GameLevel &level) {
level.map->make_paths();
}
void System::enemy_ai(GameLevel &level) {
void System::enemy_ai_initialize(GameLevel &level) {
auto &world = *level.world;
auto &map = *level.map;
world.query<Position, EnemyConfig>([&](const auto ent, auto& pos, auto& config) {
if(world.has<EntityAI>(ent)) {
auto&enemy = world.get<EntityAI>(ent);
if(world.has<ai::EntityAI>(ent)) {
auto&enemy = world.get<ai::EntityAI>(ent);
enemy.set_state("detect_enemy", map.distance(pos.location) < config.hearing_distance);
enemy.update();
} else {
auto ai_start = ai::load_state(config.ai_start_name);
auto ai_goal = ai::load_state(config.ai_goal_name);
EntityAI enemy(config.ai_script, ai_start, ai_goal);
ai::EntityAI enemy(config.ai_script, ai_start, ai_goal);
enemy.set_state("detect_enemy", map.distance(pos.location) < config.hearing_distance);
enemy.update();
ai::dump_script("\n\n\n-----ENEMY SCRIPT", enemy.start, enemy.plan.script);
world.set<EntityAI>(ent, enemy);
world.set<ai::EntityAI>(ent, enemy);
}
});
}
@ -102,9 +76,9 @@ void System::enemy_pathing(GameLevel &level) {
world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
if(ent != player.entity) {
auto& action = world.get<EntityAI>(ent);
auto& enemy_ai = world.get<ai::EntityAI>(ent);
if(action.wants_to("find_enemy")) {
if(enemy_ai.wants_to("find_enemy")) {
Point out = position.location; // copy
map.neighbors(out, motion.random);
motion = { int(out.x - position.location.x), int(out.y - position.location.y)};
@ -187,7 +161,7 @@ void System::death(GameLevel &level, components::ComponentMap& components) {
world.remove<Motion>(ent);
world.remove<Combat>(ent);
world.remove<EnemyConfig>(ent);
world.remove<EntityAI>(ent);
world.remove<ai::EntityAI>(ent);
world.remove<Animation>(ent);
if(auto snd = world.get_if<Sound>(ent)) {
@ -217,8 +191,8 @@ void System::combat(GameLevel &level) {
if(found) {
for(auto entity : nearby) {
if(world.has<EntityAI>(entity)) {
auto& enemy_ai = world.get<EntityAI>(entity);
if(world.has<ai::EntityAI>(entity)) {
auto& enemy_ai = world.get<ai::EntityAI>(entity);
enemy_ai.set_state("enemy_found", true);
enemy_ai.update();

@ -13,7 +13,7 @@ namespace System {
void death(GameLevel &level, components::ComponentMap& components);
void generate_paths(GameLevel &level);
void enemy_pathing(GameLevel &level);
void enemy_ai(GameLevel &level);
void enemy_ai_initialize(GameLevel &level);
void init_positions(DinkyECS::World &world, SpatialMap &collider);
void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);

@ -170,3 +170,7 @@ TEST_CASE("ai autowalker ai test", "[ai]") {
REQUIRE(ai::test(result, "enemy_dead"));
REQUIRE(ai::test(result, "no_more_enemies"));
}
TEST_CASE("Confirm EntityAI behaves as expected", "[ai]") {
// nothing yet
}

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