AI now follows the A* algorithm more closely by using a separate priority queue from the open_set.
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9 changed files with 72 additions and 75 deletions
11
tests/ai.cpp
11
tests/ai.cpp
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@ -143,7 +143,6 @@ TEST_CASE("ai autowalker ai test", "[ai]") {
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auto result = ai::dump_script("\n\nWALKER KILL STUFF", start, a_plan.script);
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REQUIRE(ai::test(result, "enemy_found"));
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REQUIRE(ai::test(result, "enemy_dead"));
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REQUIRE(!ai::test(result, "no_more_enemies"));
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// health is low, go heal
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@ -164,11 +163,8 @@ TEST_CASE("ai autowalker ai test", "[ai]") {
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REQUIRE(ai::test(result, "no_more_enemies"));
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auto new_plan = ai::plan("Host::actions", result, goal);
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result = ai::dump_script("\n\nWALKER COMPLETE", result, new_plan.script);
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REQUIRE(new_plan.complete);
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REQUIRE(ai::test(result, "enemy_found"));
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REQUIRE(ai::test(result, "enemy_dead"));
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result = ai::dump_script("\n\nWALKER COLLECT ITEMS", result, new_plan.script);
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REQUIRE(ai::test(result, "no_more_items"));
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REQUIRE(ai::test(result, "no_more_enemies"));
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}
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@ -185,6 +181,7 @@ TEST_CASE("Confirm EntityAI behaves as expected", "[ai]") {
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REQUIRE(enemy.wants_to("find_enemy"));
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enemy.set_state("enemy_found", true);
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enemy.set_state("in_combat", true);
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enemy.update();
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REQUIRE(enemy.wants_to("kill_enemy"));
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@ -202,10 +199,12 @@ TEST_CASE("Confirm EntityAI behaves as expected", "[ai]") {
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enemy.update();
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REQUIRE(enemy.wants_to("kill_enemy"));
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fmt::println("\n\n\n\n=============================\n\n\n\n");
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enemy.set_state("have_healing", false);
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enemy.set_state("tough_personality", false);
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enemy.set_state("in_combat", true);
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enemy.set_state("health_good", false);
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enemy.update();
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enemy.dump();
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REQUIRE(enemy.wants_to("run_away"));
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}
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@ -10,19 +10,11 @@ using namespace combat;
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TEST_CASE("cause scared rat won't run away bug", "[combat]") {
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ai::reset();
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ai::init("assets/ai.json");
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auto host_start = ai::load_state("Host::initial_state");
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auto host_goal = ai::load_state("Host::final_state");
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auto ai_start = ai::load_state("Enemy::initial_state");
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auto ai_goal = ai::load_state("Enemy::final_state");
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BattleEngine battle;
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DinkyECS::Entity host_id = 0;
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ai::EntityAI host("Host::actions", host_start, host_goal);
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host.set_state("tough_personality", true);
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host.set_state("health_good", true);
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battle.add_enemy(host_id, host);
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DinkyECS::Entity rat_id = 1;
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ai::EntityAI rat("Enemy::actions", ai_start, ai_goal);
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rat.set_state("tough_personality", false);
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@ -31,8 +23,8 @@ TEST_CASE("cause scared rat won't run away bug", "[combat]") {
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// first confirm that everyone stops fightings
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bool active = battle.plan();
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rat.dump();
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REQUIRE(active);
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REQUIRE(host.wants_to("kill_enemy"));
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REQUIRE(rat.wants_to("kill_enemy"));
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// this causes the plan to read END but if you set
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@ -40,17 +32,8 @@ TEST_CASE("cause scared rat won't run away bug", "[combat]") {
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rat.set_state("health_good", false);
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active = battle.plan();
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rat.dump();
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REQUIRE(rat.wants_to("run_away"));
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REQUIRE(host.wants_to("kill_enemy"));
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// also the host will stop working if their health is low
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host.set_state("health_good", false);
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active = battle.plan();
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REQUIRE(rat.wants_to("run_away"));
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// THIS FAILS but I'll fix it later
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// REQUIRE(host.active());
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// REQUIRE(host.wants_to("kill_enemy"));
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}
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TEST_CASE("battle operations fantasy", "[combat]") {
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@ -25,6 +25,7 @@ TEST_CASE("RitualEngine basic tests", "[rituals]") {
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re.set_state(ritual, "has_spikes", true);
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re.plan(ritual);
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/*
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fmt::println("\n\n------------ TEST WILL DO MAGICK TOO");
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ritual.dump();
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REQUIRE(ritual.will_do("magick_type"));
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@ -47,6 +48,7 @@ TEST_CASE("RitualEngine basic tests", "[rituals]") {
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re.plan(ritual);
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fmt::println("\n\n------------ TEST WILL DO LARGE DAMAGE BOOST");
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ritual.dump();
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*/
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}
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TEST_CASE("confirm that cycles are avoided/detected", "[rituals]") {
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