GOAP is now working in a basic way, time to clean it up.
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6 changed files with 183 additions and 179 deletions
113
goap.cpp
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113
goap.cpp
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#include "dbc.hpp"
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#include "goap.hpp"
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namespace ailol {
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bool is_subset(GOAPState& source, GOAPState& target) {
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GOAPState result = source & target;
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return result == target;
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}
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bool Action::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 Action::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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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<Action, Action>& came_from, Action& current) {
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AStarPath total_path{current};
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int count = 0;
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while(came_from.contains(current) && count++ < 10) {
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current = came_from.at(current);
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if(current != FINAL_ACTION) {
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total_path.push_front(current);
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}
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}
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return total_path;
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}
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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 int d(GOAPState& start, GOAPState& goal) {
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return distance_to_goal(start, goal);
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}
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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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const ActionState *result = nullptr;
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int lowest_score = SCORE_MAX;
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for(auto& kv : open_set) {
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if(kv.second < lowest_score) {
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lowest_score = kv.second;
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result = &kv.first;
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}
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}
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return *result;
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}
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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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ActionState start_state{FINAL_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(is_subset(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(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)) {
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continue;
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}
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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.insert_or_assign(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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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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return std::nullopt;
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}
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}
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