A barely working GOAP now, but need to confirm it's on par with other libraries.
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1 changed files with 39 additions and 23 deletions
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@ -66,6 +66,7 @@ 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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struct ActionState {
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struct ActionState {
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Action action;
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Action action;
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@ -91,22 +92,32 @@ 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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while(came_from.contains(current)) {
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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[current];
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total_path.push_front(current);
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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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}
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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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return distance_to_goal(start, goal);
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int result = 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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return distance_to_goal(start, goal);
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int result = 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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@ -115,26 +126,18 @@ inline ActionState find_lowest(std::unordered_map<ActionState, int>& open_set) {
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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 [as, score] : open_set) {
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fmt::println("### find_lowest: action={}, score={}", as.action.name, score);
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if(score < lowest_score) {
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if(score < lowest_score) {
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lowest_score = score;
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lowest_score = score;
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result = as;
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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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std::optional<Action> first_action(std::vector<Action>& actions, GOAPState& start) {
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Action start_action;
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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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// map is the list of possible actions
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// start and goal are two world states
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// start and goal are two world states
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@ -143,40 +146,50 @@ std::optional<AStarPath> plan_actions(std::vector<Action>& actions, GOAPState& s
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std::unordered_map<Action, Action> came_from;
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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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std::unordered_map<GOAPState, int> g_score;
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auto start_action = first_action(actions, start);
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ActionState start_state{FINAL_ACTION, 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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g_score[start] = 0;
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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(current.state == goal) {
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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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return std::make_optional<AStarPath>(reconstruct_path(came_from, current.action));
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}
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}
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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)) continue;
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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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}
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auto neighbor = neighbor_action.apply_effect(current.state);
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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 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 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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// action attached?
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fmt::println("!!! NEW LOW SCORE::: SETTING {} with PARENT {}, tg_score={}, ng_score={}",
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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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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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@ -214,10 +227,11 @@ TEST_CASE("worldstate works", "[goap]") {
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Action kill_it;
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Action kill_it;
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kill_it.name = "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.cost = 10;
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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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REQUIRE(kill_it.can_effect(start));
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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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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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auto after_kill_state = kill_it.apply_effect(after_move_state);
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@ -251,9 +265,11 @@ TEST_CASE("basic feature tests", "[goap]") {
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Action kill_it;
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Action kill_it;
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kill_it.name = "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.cost = 10;
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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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// order seems to matter which is wrong
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actions.push_back(kill_it);
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actions.push_back(kill_it);
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actions.push_back(move_closer);
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actions.push_back(move_closer);
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