A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
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8 changed files with 296 additions and 290 deletions
99
tests/ai.cpp
99
tests/ai.cpp
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@ -103,105 +103,9 @@ TEST_CASE("basic feature tests", "[ai]") {
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REQUIRE(state[ENEMY_DEAD]);
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}
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TEST_CASE("wargame test from cppAI", "[ai]") {
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std::vector<ai::Action> actions;
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auto profile = R"({
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"target_acquired": 0,
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"target_lost": 1,
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"target_in_warhead_range": 2,
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"target_dead": 3
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})"_json;
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// Now establish all the possible actions for the action pool
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// In this example we're providing the AI some different FPS actions
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auto config = R"({
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"name": "searchSpiral",
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"cost": 5,
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"needs": {
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"target_acquired": false,
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"target_lost": true
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},
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"effects": {
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"target_acquired": true
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}
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})"_json;
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auto spiral = ai::config_action(profile, config);
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actions.push_back(spiral);
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config = R"({
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"name": "searchSerpentine",
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"cost": 5,
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"needs": {
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"target_acquired": false,
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"target_lost": false
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},
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"effects": {
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"target_acquired": true
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}
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})"_json;
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auto serpentine = ai::config_action(profile, config);
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actions.push_back(serpentine);
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config = R"({
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"name": "interceptTarget",
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"cost": 5,
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"needs": {
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"target_acquired": true,
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"target_dead": false
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},
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"effects": {
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"target_in_warhead_range": true
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}
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})"_json;
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auto intercept = ai::config_action(profile, config);
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actions.push_back(intercept);
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config = R"({
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"name": "detonateNearTarget",
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"cost": 5,
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"needs": {
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"target_in_warhead_range": true,
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"target_acquired": true,
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"target_dead": false
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},
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"effects": {
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"target_dead": true
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}
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})"_json;
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auto detonateNearTarget = ai::config_action(profile, config);
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actions.push_back(detonateNearTarget);
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// Here's the initial state...
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config = R"({
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"target_acquired": false,
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"target_lost": true,
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"target_in_warhead_range": false,
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"target_dead": false
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})"_json;
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auto initial_state = ai::config_state(profile, config);
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// ...and the goal state
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config = R"({
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"target_dead": true
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})"_json;
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auto goal_target_dead = ai::config_state(profile, config);
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auto result = ai::plan_actions(actions, initial_state, goal_target_dead);
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REQUIRE(result != std::nullopt);
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auto state = initial_state;
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for(auto& action : *result) {
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fmt::println("ACTION: {}", action.$name);
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state = action.apply_effect(state);
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}
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REQUIRE(state[profile["target_dead"]]);
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}
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TEST_CASE("ai as a module like sound/sprites", "[ai]") {
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ai::init();
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ai::init("tests/ai_fixture.json");
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auto start = ai::load_state("test_start");
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auto goal = ai::load_state("test_goal");
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@ -216,5 +120,4 @@ TEST_CASE("ai as a module like sound/sprites", "[ai]") {
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}
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REQUIRE(state[ai::state_id("target_dead")]);
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}
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85
tests/ai_fixture.json
Normal file
85
tests/ai_fixture.json
Normal file
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@ -0,0 +1,85 @@
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{
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"profile": {
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"target_acquired": 0,
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"target_lost": 1,
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"target_in_warhead_range": 2,
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"target_dead": 3
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},
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"actions": [
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{
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"name": "searchSpiral",
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"cost": 10,
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"needs": {
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"target_acquired": false,
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"target_lost": true
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},
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"effects": {
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"target_acquired": true
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}
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},
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{
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"name": "searchSerpentine",
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"cost": 5,
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"needs": {
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"target_acquired": false,
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"target_lost": false
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},
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"effects": {
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"target_acquired": true
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}
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},
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{
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"name": "searchSpiral",
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"cost": 5,
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"needs": {
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"target_acquired": false,
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"target_lost": true
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},
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"effects": {
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"target_acquired": true
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}
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},
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{
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"name": "interceptTarget",
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"cost": 5,
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"needs": {
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"target_acquired": true,
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"target_dead": false
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},
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"effects": {
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"target_in_warhead_range": true
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}
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},
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{
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"name": "detonateNearTarget",
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"cost": 5,
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"needs": {
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"target_in_warhead_range": true,
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"target_acquired": true,
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"target_dead": false
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},
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"effects": {
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"target_dead": true
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}
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}
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],
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"states": {
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"test_start": {
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"target_acquired": false,
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"target_lost": true,
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"target_in_warhead_range": false,
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"target_dead": false
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},
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"test_goal": {
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"target_dead": true
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}
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},
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"scripts": {
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"test1": [
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"searchSpiral",
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"searchSerpentine",
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"searchSpiral",
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"interceptTarget",
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"detonateNearTarget"]
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}
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}
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