Now can load action specs from JSON.
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4 changed files with 138 additions and 69 deletions
2
Makefile
2
Makefile
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@ -41,7 +41,7 @@ clean:
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meson compile --clean -C builddir
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debug_test: build
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e
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gdb --nx -x .gdbinit --ex run --args builddir/runtests.exe -e "[goap]"
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win_installer:
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powershell 'start "C:\Program Files (x86)\solicus\InstallForge\bin\ifbuilderenvx86.exe" win_installer.ifp'
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54
goap.cpp
54
goap.cpp
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@ -2,18 +2,66 @@
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#include "goap.hpp"
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namespace ailol {
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using namespace nlohmann;
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bool is_subset(GOAPState& source, GOAPState& target) {
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GOAPState 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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void Action::load(nlohmann::json& profile, nlohmann::json& config) {
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dbc::check(config.contains("needs"),
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fmt::format("Action.load({}): no 'needs' field", $name));
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dbc::check(config.contains("effects"),
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fmt::format("Action.load({}): no 'effects' field", $name));
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for(auto& [name_key, value] : profile.items()) {
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dbc::check(value < STATE_MAX, fmt::format("Action.load({}): profile field {} has value {} greater than STATE_MAX {}", $name, (std::string)name_key, (int)value, STATE_MAX));
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}
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for(auto& [name_key, value] : config["needs"].items()) {
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dbc::check(profile.contains(name_key), fmt::format("Action.load({}): profile does not have name {}", $name, name_key));
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int name = profile[name_key].template get<int>();
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needs(name, bool(value));
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}
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for(auto& [name_key, value] : config["effects"].items()) {
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dbc::check(profile.contains(name_key), fmt::format("Action.load({}): profile does not have name {}", $name, name_key));
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int name = profile[name_key].template get<int>();
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effect(name, bool(value));
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}
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}
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bool Action::can_effect(GOAPState& state) {
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return ((state & positive_preconds) == positive_preconds) &&
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((state & negative_preconds) == ALL_ZERO);
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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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GOAPState Action::apply_effect(GOAPState& state) {
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return (state | positive_effects) & ~negative_effects;
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return (state | $positive_effects) & ~$negative_effects;
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}
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int distance_to_goal(GOAPState& from, GOAPState& to) {
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39
goap.hpp
39
goap.hpp
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@ -4,10 +4,11 @@
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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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namespace ailol {
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constexpr const int SCORE_MAX = std::numeric_limits<int>::max();
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constexpr const size_t STATE_MAX = 93;
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constexpr const size_t STATE_MAX = 32;
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using GOAPState = std::bitset<STATE_MAX>;
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@ -15,39 +16,27 @@ namespace ailol {
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const GOAPState 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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std::string $name;
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int $cost = 0;
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GOAPState positive_preconds;
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GOAPState negative_preconds;
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GOAPState $positive_preconds;
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GOAPState $negative_preconds;
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GOAPState positive_effects;
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GOAPState negative_effects;
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GOAPState $positive_effects;
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GOAPState $negative_effects;
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Action(std::string name, int cost) :
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name(name), cost(cost) { }
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$name(name), $cost(cost) { }
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void set_precond(int name, bool val) {
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if(val) {
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positive_preconds[name] = true;
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} else {
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negative_preconds[name] = true;
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}
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}
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void set_effect(int name, bool val) {
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if(val) {
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positive_effects[name] = true;
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} else {
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negative_effects[name] = true;
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}
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}
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void needs(int name, bool val);
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void effect(int name, bool val);
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void load(nlohmann::json &profile, nlohmann::json& config);
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bool can_effect(GOAPState& state);
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GOAPState apply_effect(GOAPState& state);
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bool operator==(const Action& other) const {
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return other.name == name;
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return other.$name == $name;
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}
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};
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@ -76,7 +65,7 @@ namespace ailol {
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template<> struct std::hash<ailol::Action> {
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size_t operator()(const ailol::Action& p) const {
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return std::hash<std::string>{}(p.name);
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return std::hash<std::string>{}(p.$name);
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}
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};
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112
tests/goap.cpp
112
tests/goap.cpp
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@ -5,6 +5,7 @@
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using namespace dbc;
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using namespace ailol;
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using namespace nlohmann;
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TEST_CASE("worldstate works", "[goap]") {
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enum StateNames {
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@ -24,8 +25,8 @@ TEST_CASE("worldstate works", "[goap]") {
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goal[ENEMY_DEAD] = true;
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Action move_closer("move_closer", 10);
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move_closer.set_precond(ENEMY_IN_RANGE, false);
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move_closer.set_effect(ENEMY_IN_RANGE, true);
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move_closer.needs(ENEMY_IN_RANGE, false);
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move_closer.effect(ENEMY_IN_RANGE, true);
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REQUIRE(move_closer.can_effect(start));
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auto after_move_state = move_closer.apply_effect(start);
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@ -38,9 +39,9 @@ TEST_CASE("worldstate works", "[goap]") {
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REQUIRE(distance_to_goal(start, after_move_state) == 1);
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Action kill_it("kill_it", 10);
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kill_it.set_precond(ENEMY_IN_RANGE, true);
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kill_it.set_precond(ENEMY_DEAD, false);
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kill_it.set_effect(ENEMY_DEAD, true);
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kill_it.needs(ENEMY_IN_RANGE, true);
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kill_it.needs(ENEMY_DEAD, false);
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kill_it.effect(ENEMY_DEAD, true);
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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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@ -73,13 +74,19 @@ TEST_CASE("basic feature tests", "[goap]") {
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goal[ENEMY_DEAD] = true;
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Action move_closer("move_closer", 10);
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move_closer.set_precond(ENEMY_IN_RANGE, false);
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move_closer.set_effect(ENEMY_IN_RANGE, true);
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move_closer.needs(ENEMY_IN_RANGE, false);
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move_closer.effect(ENEMY_IN_RANGE, true);
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Action kill_it("kill_it", 10);
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kill_it.set_precond(ENEMY_IN_RANGE, true);
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kill_it.set_precond(ENEMY_DEAD, false);
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kill_it.set_effect(ENEMY_DEAD, true);
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kill_it.needs(ENEMY_IN_RANGE, true);
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// this is duplicated on purpose to confirm that setting
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// a positive then a negative properly cancels out
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kill_it.needs(ENEMY_DEAD, true);
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kill_it.needs(ENEMY_DEAD, false);
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// same thing with effects
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kill_it.effect(ENEMY_DEAD, false);
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kill_it.effect(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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@ -91,7 +98,6 @@ TEST_CASE("basic feature tests", "[goap]") {
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auto state = start;
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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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@ -100,53 +106,79 @@ TEST_CASE("basic feature tests", "[goap]") {
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TEST_CASE("wargame test from cppGOAP", "[goap]") {
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std::vector<Action> actions;
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// Constants for the various states are helpful to keep us from
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// accidentally mistyping a state name.
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enum WarGameStates {
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target_acquired,
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target_lost,
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target_in_warhead_range,
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target_dead
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};
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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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Action spiral("searchSpiral", 5);
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spiral.set_precond(target_acquired, false);
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spiral.set_precond(target_lost, true);
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spiral.set_effect(target_acquired, true);
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auto config = R"({
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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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spiral.load(profile, config);
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actions.push_back(spiral);
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Action serpentine("searchSerpentine", 5);
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serpentine.set_precond(target_acquired, false);
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serpentine.set_precond(target_lost, false);
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serpentine.set_effect(target_acquired, true);
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config = R"({
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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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serpentine.load(profile, config);
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actions.push_back(serpentine);
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Action intercept("interceptTarget", 5);
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intercept.set_precond(target_acquired, true);
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intercept.set_precond(target_dead, false);
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intercept.set_effect(target_in_warhead_range, true);
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config = R"({
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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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intercept.load(profile, config);
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actions.push_back(intercept);
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Action detonateNearTarget("detonateNearTarget", 5);
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detonateNearTarget.set_precond(target_in_warhead_range, true);
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detonateNearTarget.set_precond(target_acquired, true);
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detonateNearTarget.set_precond(target_dead, false);
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detonateNearTarget.set_effect(target_dead, true);
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config = R"({
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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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detonateNearTarget.load(profile, config);
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actions.push_back(detonateNearTarget);
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// Here's the initial state...
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GOAPState initial_state;
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initial_state[target_acquired] = false;
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initial_state[target_lost] = true;
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initial_state[target_in_warhead_range] = false;
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initial_state[target_dead] = false;
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initial_state[profile["target_acquired"]] = false;
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initial_state[profile["target_lost"]] = true;
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initial_state[profile["target_in_warhead_range"]] = false;
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initial_state[profile["target_dead"]] = false;
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// ...and the goal state
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GOAPState goal_target_dead;
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goal_target_dead[target_dead] = true;
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goal_target_dead[profile["target_dead"]] = true;
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auto result = 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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fmt::println("ACTION: {}", action.$name);
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state = action.apply_effect(state);
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}
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REQUIRE(state[target_dead]);
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REQUIRE(state[profile["target_dead"]]);
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}
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