A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing.
This commit is contained in:
parent
b2c1b220ac
commit
3f83d3f0bb
8 changed files with 296 additions and 290 deletions
1
.gitignore
vendored
1
.gitignore
vendored
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@ -27,3 +27,4 @@ backup
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*.dll
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*.dll
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*.world
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*.world
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coverage
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coverage
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.venv
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124
ai.cpp
124
ai.cpp
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@ -5,126 +5,6 @@ namespace ai {
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using namespace nlohmann;
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using namespace nlohmann;
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using namespace dbc;
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using namespace dbc;
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bool is_subset(State& source, State& target) {
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State result = source & target;
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return result == target;
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}
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void Action::needs(int name, bool val) {
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if(val) {
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$positive_preconds[name] = true;
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$negative_preconds[name] = false;
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} else {
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$negative_preconds[name] = true;
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$positive_preconds[name] = false;
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}
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}
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void Action::effect(int name, bool val) {
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if(val) {
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$positive_effects[name] = true;
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$negative_effects[name] = false;
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} else {
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$negative_effects[name] = true;
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$positive_effects[name] = false;
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}
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}
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bool Action::can_effect(State& state) {
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return ((state & $positive_preconds) == $positive_preconds) &&
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((state & $negative_preconds) == ALL_ZERO);
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}
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State Action::apply_effect(State& state) {
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return (state | $positive_effects) & ~$negative_effects;
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}
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int distance_to_goal(State& from, State& to) {
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auto result = from ^ to;
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return result.count();
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}
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Script reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) {
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Script 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(State& start, State& goal) {
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return distance_to_goal(start, goal);
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}
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inline int d(State& start, State& 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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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<Script> plan_actions(std::vector<Action>& actions, State& start, State& 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<State, 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<Script>(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 State 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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static AIManager AIMGR;
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static AIManager AIMGR;
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static bool initialized = false;
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static bool initialized = false;
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@ -180,9 +60,9 @@ namespace ai {
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return result;
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return result;
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}
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}
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void init() {
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void init(std::string config_path) {
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initialized = true;
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initialized = true;
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Config config("assets/ai.json");
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Config config(config_path);
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// profile specifies what keys (bitset indexes) are allowed
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// profile specifies what keys (bitset indexes) are allowed
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// and how they map to the bitset of State
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// and how they map to the bitset of State
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69
ai.hpp
69
ai.hpp
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@ -6,62 +6,9 @@
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#include <optional>
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#include <optional>
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#include <nlohmann/json.hpp>
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#include <nlohmann/json.hpp>
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#include "config.hpp"
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#include "config.hpp"
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#include "goap.hpp"
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namespace ai {
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namespace ai {
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max();
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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 $negative_effects;
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Action(std::string name, int cost) :
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$name(name), $cost(cost) { }
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void needs(int name, bool val);
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void effect(int name, bool val);
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bool can_effect(State& state);
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State apply_effect(State& state);
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bool operator==(const Action& other) const {
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return other.$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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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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bool is_subset(State& source, State& target);
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int distance_to_goal(State& from, State& to);
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std::optional<Script> plan_actions(std::vector<Action>& actions, State& start, State& goal);
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struct AIManager {
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struct AIManager {
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nlohmann::json profile;
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nlohmann::json profile;
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@ -70,7 +17,7 @@ namespace ai {
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std::unordered_map<std::string, std::vector<Action>> scripts;
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std::unordered_map<std::string, std::vector<Action>> scripts;
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};
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};
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void init();
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void init(std::string config_path);
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Action config_action(nlohmann::json& profile, nlohmann::json& config);
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Action config_action(nlohmann::json& profile, nlohmann::json& config);
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State config_state(nlohmann::json& profile, nlohmann::json& config);
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State config_state(nlohmann::json& profile, nlohmann::json& config);
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std::optional<Script> plan(std::string script_name, State start, State goal);
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std::optional<Script> plan(std::string script_name, State start, State goal);
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}
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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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127
goap.cpp
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127
goap.cpp
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#include "dbc.hpp"
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#include "goap.hpp"
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namespace ai {
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using namespace nlohmann;
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using namespace dbc;
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bool is_subset(State& source, State& target) {
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State result = source & target;
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return result == target;
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}
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void Action::needs(int name, bool val) {
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if(val) {
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$positive_preconds[name] = true;
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$negative_preconds[name] = false;
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} else {
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$negative_preconds[name] = true;
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$positive_preconds[name] = false;
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}
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}
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void Action::effect(int name, bool val) {
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if(val) {
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$positive_effects[name] = true;
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$negative_effects[name] = false;
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} else {
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$negative_effects[name] = true;
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$positive_effects[name] = false;
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}
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}
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bool Action::can_effect(State& state) {
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return ((state & $positive_preconds) == $positive_preconds) &&
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((state & $negative_preconds) == ALL_ZERO);
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}
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State Action::apply_effect(State& state) {
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return (state | $positive_effects) & ~$negative_effects;
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}
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int distance_to_goal(State& from, State& to) {
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auto result = from ^ to;
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return result.count();
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}
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Script reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) {
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Script 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(State& start, State& goal) {
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return distance_to_goal(start, goal);
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}
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inline int d(State& start, State& 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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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<Script> plan_actions(std::vector<Action>& actions, State& start, State& 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<State, 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<Script>(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 State 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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76
goap.hpp
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76
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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constexpr const int SCORE_MAX = std::numeric_limits<int>::max();
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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 $negative_effects;
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Action(std::string name, int cost) :
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$name(name), $cost(cost) { }
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void needs(int name, bool val);
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void effect(int name, bool val);
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||||||
|
|
||||||
|
bool can_effect(State& state);
|
||||||
|
State apply_effect(State& state);
|
||||||
|
|
||||||
|
bool operator==(const Action& other) const {
|
||||||
|
return other.$name == $name;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
using Script = std::deque<Action>;
|
||||||
|
|
||||||
|
const Action FINAL_ACTION("END", SCORE_MAX);
|
||||||
|
|
||||||
|
struct ActionState {
|
||||||
|
Action action;
|
||||||
|
State state;
|
||||||
|
|
||||||
|
ActionState(Action action, State state) :
|
||||||
|
action(action), state(state) {}
|
||||||
|
|
||||||
|
bool operator==(const ActionState& other) const {
|
||||||
|
return other.action == action && other.state == state;
|
||||||
|
}
|
||||||
|
};
|
||||||
|
|
||||||
|
bool is_subset(State& source, State& target);
|
||||||
|
|
||||||
|
int distance_to_goal(State& from, State& to);
|
||||||
|
|
||||||
|
std::optional<Script> plan_actions(std::vector<Action>& actions, State& start, State& goal);
|
||||||
|
}
|
||||||
|
|
||||||
|
template<> struct std::hash<ai::Action> {
|
||||||
|
size_t operator()(const ai::Action& p) const {
|
||||||
|
return std::hash<std::string>{}(p.$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);
|
||||||
|
}
|
||||||
|
};
|
|
@ -80,9 +80,8 @@ dependencies += [
|
||||||
sfml_window, ftxui_screen, ftxui_dom, ftxui_component
|
sfml_window, ftxui_screen, ftxui_dom, ftxui_component
|
||||||
]
|
]
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
sources = [
|
sources = [
|
||||||
|
'ai.cpp',
|
||||||
'ansi_parser.cpp',
|
'ansi_parser.cpp',
|
||||||
'autowalker.cpp',
|
'autowalker.cpp',
|
||||||
'boss_fight_ui.cpp',
|
'boss_fight_ui.cpp',
|
||||||
|
@ -93,7 +92,7 @@ sources = [
|
||||||
'config.cpp',
|
'config.cpp',
|
||||||
'dbc.cpp',
|
'dbc.cpp',
|
||||||
'devices.cpp',
|
'devices.cpp',
|
||||||
'ai.cpp',
|
'goap.cpp',
|
||||||
'guecs.cpp',
|
'guecs.cpp',
|
||||||
'gui_fsm.cpp',
|
'gui_fsm.cpp',
|
||||||
'inventory.cpp',
|
'inventory.cpp',
|
||||||
|
|
99
tests/ai.cpp
99
tests/ai.cpp
|
@ -103,105 +103,9 @@ TEST_CASE("basic feature tests", "[ai]") {
|
||||||
REQUIRE(state[ENEMY_DEAD]);
|
REQUIRE(state[ENEMY_DEAD]);
|
||||||
}
|
}
|
||||||
|
|
||||||
TEST_CASE("wargame test from cppAI", "[ai]") {
|
|
||||||
std::vector<ai::Action> actions;
|
|
||||||
auto profile = R"({
|
|
||||||
"target_acquired": 0,
|
|
||||||
"target_lost": 1,
|
|
||||||
"target_in_warhead_range": 2,
|
|
||||||
"target_dead": 3
|
|
||||||
})"_json;
|
|
||||||
|
|
||||||
// Now establish all the possible actions for the action pool
|
|
||||||
// In this example we're providing the AI some different FPS actions
|
|
||||||
auto config = R"({
|
|
||||||
"name": "searchSpiral",
|
|
||||||
"cost": 5,
|
|
||||||
"needs": {
|
|
||||||
"target_acquired": false,
|
|
||||||
"target_lost": true
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"target_acquired": true
|
|
||||||
}
|
|
||||||
})"_json;
|
|
||||||
auto spiral = ai::config_action(profile, config);
|
|
||||||
actions.push_back(spiral);
|
|
||||||
|
|
||||||
config = R"({
|
|
||||||
"name": "searchSerpentine",
|
|
||||||
"cost": 5,
|
|
||||||
"needs": {
|
|
||||||
"target_acquired": false,
|
|
||||||
"target_lost": false
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"target_acquired": true
|
|
||||||
}
|
|
||||||
})"_json;
|
|
||||||
auto serpentine = ai::config_action(profile, config);
|
|
||||||
actions.push_back(serpentine);
|
|
||||||
|
|
||||||
config = R"({
|
|
||||||
"name": "interceptTarget",
|
|
||||||
"cost": 5,
|
|
||||||
"needs": {
|
|
||||||
"target_acquired": true,
|
|
||||||
"target_dead": false
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"target_in_warhead_range": true
|
|
||||||
}
|
|
||||||
})"_json;
|
|
||||||
auto intercept = ai::config_action(profile, config);
|
|
||||||
actions.push_back(intercept);
|
|
||||||
|
|
||||||
config = R"({
|
|
||||||
"name": "detonateNearTarget",
|
|
||||||
"cost": 5,
|
|
||||||
"needs": {
|
|
||||||
"target_in_warhead_range": true,
|
|
||||||
"target_acquired": true,
|
|
||||||
"target_dead": false
|
|
||||||
},
|
|
||||||
"effects": {
|
|
||||||
"target_dead": true
|
|
||||||
}
|
|
||||||
})"_json;
|
|
||||||
|
|
||||||
auto detonateNearTarget = ai::config_action(profile, config);
|
|
||||||
actions.push_back(detonateNearTarget);
|
|
||||||
|
|
||||||
// Here's the initial state...
|
|
||||||
config = R"({
|
|
||||||
"target_acquired": false,
|
|
||||||
"target_lost": true,
|
|
||||||
"target_in_warhead_range": false,
|
|
||||||
"target_dead": false
|
|
||||||
})"_json;
|
|
||||||
auto initial_state = ai::config_state(profile, config);
|
|
||||||
|
|
||||||
// ...and the goal state
|
|
||||||
config = R"({
|
|
||||||
"target_dead": true
|
|
||||||
})"_json;
|
|
||||||
auto goal_target_dead = ai::config_state(profile, config);
|
|
||||||
|
|
||||||
auto result = ai::plan_actions(actions, initial_state, goal_target_dead);
|
|
||||||
REQUIRE(result != std::nullopt);
|
|
||||||
|
|
||||||
auto state = initial_state;
|
|
||||||
|
|
||||||
for(auto& action : *result) {
|
|
||||||
fmt::println("ACTION: {}", action.$name);
|
|
||||||
state = action.apply_effect(state);
|
|
||||||
}
|
|
||||||
|
|
||||||
REQUIRE(state[profile["target_dead"]]);
|
|
||||||
}
|
|
||||||
|
|
||||||
TEST_CASE("ai as a module like sound/sprites", "[ai]") {
|
TEST_CASE("ai as a module like sound/sprites", "[ai]") {
|
||||||
ai::init();
|
ai::init("tests/ai_fixture.json");
|
||||||
|
|
||||||
auto start = ai::load_state("test_start");
|
auto start = ai::load_state("test_start");
|
||||||
auto goal = ai::load_state("test_goal");
|
auto goal = ai::load_state("test_goal");
|
||||||
|
@ -216,5 +120,4 @@ TEST_CASE("ai as a module like sound/sprites", "[ai]") {
|
||||||
}
|
}
|
||||||
|
|
||||||
REQUIRE(state[ai::state_id("target_dead")]);
|
REQUIRE(state[ai::state_id("target_dead")]);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
85
tests/ai_fixture.json
Normal file
85
tests/ai_fixture.json
Normal file
|
@ -0,0 +1,85 @@
|
||||||
|
{
|
||||||
|
"profile": {
|
||||||
|
"target_acquired": 0,
|
||||||
|
"target_lost": 1,
|
||||||
|
"target_in_warhead_range": 2,
|
||||||
|
"target_dead": 3
|
||||||
|
},
|
||||||
|
"actions": [
|
||||||
|
{
|
||||||
|
"name": "searchSpiral",
|
||||||
|
"cost": 10,
|
||||||
|
"needs": {
|
||||||
|
"target_acquired": false,
|
||||||
|
"target_lost": true
|
||||||
|
},
|
||||||
|
"effects": {
|
||||||
|
"target_acquired": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "searchSerpentine",
|
||||||
|
"cost": 5,
|
||||||
|
"needs": {
|
||||||
|
"target_acquired": false,
|
||||||
|
"target_lost": false
|
||||||
|
},
|
||||||
|
"effects": {
|
||||||
|
"target_acquired": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "searchSpiral",
|
||||||
|
"cost": 5,
|
||||||
|
"needs": {
|
||||||
|
"target_acquired": false,
|
||||||
|
"target_lost": true
|
||||||
|
},
|
||||||
|
"effects": {
|
||||||
|
"target_acquired": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "interceptTarget",
|
||||||
|
"cost": 5,
|
||||||
|
"needs": {
|
||||||
|
"target_acquired": true,
|
||||||
|
"target_dead": false
|
||||||
|
},
|
||||||
|
"effects": {
|
||||||
|
"target_in_warhead_range": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "detonateNearTarget",
|
||||||
|
"cost": 5,
|
||||||
|
"needs": {
|
||||||
|
"target_in_warhead_range": true,
|
||||||
|
"target_acquired": true,
|
||||||
|
"target_dead": false
|
||||||
|
},
|
||||||
|
"effects": {
|
||||||
|
"target_dead": true
|
||||||
|
}
|
||||||
|
}
|
||||||
|
],
|
||||||
|
"states": {
|
||||||
|
"test_start": {
|
||||||
|
"target_acquired": false,
|
||||||
|
"target_lost": true,
|
||||||
|
"target_in_warhead_range": false,
|
||||||
|
"target_dead": false
|
||||||
|
},
|
||||||
|
"test_goal": {
|
||||||
|
"target_dead": true
|
||||||
|
}
|
||||||
|
},
|
||||||
|
"scripts": {
|
||||||
|
"test1": [
|
||||||
|
"searchSpiral",
|
||||||
|
"searchSerpentine",
|
||||||
|
"searchSpiral",
|
||||||
|
"interceptTarget",
|
||||||
|
"detonateNearTarget"]
|
||||||
|
}
|
||||||
|
}
|
Loading…
Add table
Add a link
Reference in a new issue