Exploring raycasters and possibly make a little "doom like" game based on it.
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raycaster/goap.hpp

88 lines
1.9 KiB

#pragma once
#include <vector>
#include "matrix.hpp"
#include <bitset>
#include <limits>
#include <optional>
#include <nlohmann/json.hpp>
#include "config.hpp"
namespace ai {
// ZED: I don't know if this is the best place for this
using AIProfile = std::unordered_map<std::string, int>;
constexpr const int SCORE_MAX = std::numeric_limits<int>::max() / 2;
constexpr const size_t STATE_MAX = 32;
using State = std::bitset<STATE_MAX>;
const State ALL_ZERO;
const State ALL_ONES = ~ALL_ZERO;
struct Action {
std::string name;
int cost = 0;
State $positive_preconds;
State $negative_preconds;
State $positive_effects;
State $negative_effects;
Action() {}
Action(std::string name, int cost) :
name(name), cost(cost) { }
void needs(int name, bool val);
void effect(int name, bool val);
void ignore(int name);
bool can_effect(State& state);
State apply_effect(State& state);
bool operator==(const Action& other) const {
return other.name == name;
}
};
using Script = std::deque<Action>;
const Action FINAL_ACTION("END", SCORE_MAX);
struct ActionState {
Action action;
State state;
ActionState(Action action, State state) :
action(action), state(state) {}
bool operator==(const ActionState& other) const {
return other.action == action && other.state == state;
}
};
struct ActionPlan {
bool complete = false;
Script script;
};
bool is_subset(State& source, State& target);
int distance_to_goal(State from, State to);
ActionPlan plan_actions(std::vector<Action>& actions, State start, State goal);
}
template<> struct std::hash<ai::Action> {
size_t operator()(const ai::Action& p) const {
return std::hash<std::string>{}(p.name);
}
};
template<> struct std::hash<ai::ActionState> {
size_t operator()(const ai::ActionState& p) const {
return std::hash<ai::Action>{}(p.action) ^ std::hash<ai::State>{}(p.state);
}
};