Files are now in a src directory and I'm using a src/meson.build and tests/meson.build to specify what to build.
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108 changed files with 94 additions and 83 deletions
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src/goap.hpp
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90
src/goap.hpp
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#pragma once
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#include <vector>
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#include "matrix.hpp"
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#include <bitset>
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#include <limits>
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#include <optional>
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#include <nlohmann/json.hpp>
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#include "config.hpp"
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namespace ai {
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// ZED: I don't know if this is the best place for this
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using AIProfile = std::unordered_map<std::string, int>;
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max() / 2;
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constexpr const size_t STATE_MAX = 32;
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using State = std::bitset<STATE_MAX>;
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const State ALL_ZERO;
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const State ALL_ONES = ~ALL_ZERO;
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struct Action {
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std::string name;
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int cost = 0;
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State $positive_preconds;
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State $negative_preconds;
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State $positive_effects;
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State $negative_effects;
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Action() {}
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Action(std::string name, int cost) :
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name(name), cost(cost) { }
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void needs(int name, bool val);
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void effect(int name, bool val);
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void ignore(int name);
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bool can_effect(State& state);
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State apply_effect(State& state);
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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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using Script = std::deque<Action>;
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const Action FINAL_ACTION("END", SCORE_MAX);
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struct ActionState {
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Action action;
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State state;
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ActionState(Action action, State state) :
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action(action), state(state) {}
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ActionState() : action(FINAL_ACTION), state(0) {}
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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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struct ActionPlan {
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bool complete = false;
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Script script;
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};
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bool is_subset(State& source, State& target);
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int distance_to_goal(State from, State to);
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ActionPlan plan_actions(std::vector<Action>& actions, State start, State goal);
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}
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template<> struct std::hash<ai::Action> {
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size_t operator()(const ai::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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template<> struct std::hash<ai::ActionState> {
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size_t operator()(const ai::ActionState& p) const {
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return std::hash<ai::Action>{}(p.action) ^ std::hash<ai::State>{}(p.state);
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}
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};
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