Now can load action specs from JSON.

This commit is contained in:
Zed A. Shaw 2025-03-10 14:07:31 -04:00
parent 3d8a2d4342
commit 9d6dc2f5dd
4 changed files with 138 additions and 69 deletions

View file

@ -5,6 +5,7 @@
using namespace dbc;
using namespace ailol;
using namespace nlohmann;
TEST_CASE("worldstate works", "[goap]") {
enum StateNames {
@ -24,8 +25,8 @@ TEST_CASE("worldstate works", "[goap]") {
goal[ENEMY_DEAD] = true;
Action move_closer("move_closer", 10);
move_closer.set_precond(ENEMY_IN_RANGE, false);
move_closer.set_effect(ENEMY_IN_RANGE, true);
move_closer.needs(ENEMY_IN_RANGE, false);
move_closer.effect(ENEMY_IN_RANGE, true);
REQUIRE(move_closer.can_effect(start));
auto after_move_state = move_closer.apply_effect(start);
@ -38,9 +39,9 @@ TEST_CASE("worldstate works", "[goap]") {
REQUIRE(distance_to_goal(start, after_move_state) == 1);
Action kill_it("kill_it", 10);
kill_it.set_precond(ENEMY_IN_RANGE, true);
kill_it.set_precond(ENEMY_DEAD, false);
kill_it.set_effect(ENEMY_DEAD, true);
kill_it.needs(ENEMY_IN_RANGE, true);
kill_it.needs(ENEMY_DEAD, false);
kill_it.effect(ENEMY_DEAD, true);
REQUIRE(!kill_it.can_effect(start));
REQUIRE(kill_it.can_effect(after_move_state));
@ -73,13 +74,19 @@ TEST_CASE("basic feature tests", "[goap]") {
goal[ENEMY_DEAD] = true;
Action move_closer("move_closer", 10);
move_closer.set_precond(ENEMY_IN_RANGE, false);
move_closer.set_effect(ENEMY_IN_RANGE, true);
move_closer.needs(ENEMY_IN_RANGE, false);
move_closer.effect(ENEMY_IN_RANGE, true);
Action kill_it("kill_it", 10);
kill_it.set_precond(ENEMY_IN_RANGE, true);
kill_it.set_precond(ENEMY_DEAD, false);
kill_it.set_effect(ENEMY_DEAD, true);
kill_it.needs(ENEMY_IN_RANGE, true);
// this is duplicated on purpose to confirm that setting
// a positive then a negative properly cancels out
kill_it.needs(ENEMY_DEAD, true);
kill_it.needs(ENEMY_DEAD, false);
// same thing with effects
kill_it.effect(ENEMY_DEAD, false);
kill_it.effect(ENEMY_DEAD, true);
// order seems to matter which is wrong
actions.push_back(kill_it);
@ -91,7 +98,6 @@ TEST_CASE("basic feature tests", "[goap]") {
auto state = start;
for(auto& action : *result) {
fmt::println("ACTION: {}", action.name);
state = action.apply_effect(state);
}
@ -100,53 +106,79 @@ TEST_CASE("basic feature tests", "[goap]") {
TEST_CASE("wargame test from cppGOAP", "[goap]") {
std::vector<Action> actions;
// Constants for the various states are helpful to keep us from
// accidentally mistyping a state name.
enum WarGameStates {
target_acquired,
target_lost,
target_in_warhead_range,
target_dead
};
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
Action spiral("searchSpiral", 5);
spiral.set_precond(target_acquired, false);
spiral.set_precond(target_lost, true);
spiral.set_effect(target_acquired, true);
auto config = R"({
"needs": {
"target_acquired": false,
"target_lost": true
},
"effects": {
"target_acquired": true
}
})"_json;
spiral.load(profile, config);
actions.push_back(spiral);
Action serpentine("searchSerpentine", 5);
serpentine.set_precond(target_acquired, false);
serpentine.set_precond(target_lost, false);
serpentine.set_effect(target_acquired, true);
config = R"({
"needs": {
"target_acquired": false,
"target_lost": false
},
"effects": {
"target_acquired": true
}
})"_json;
serpentine.load(profile, config);
actions.push_back(serpentine);
Action intercept("interceptTarget", 5);
intercept.set_precond(target_acquired, true);
intercept.set_precond(target_dead, false);
intercept.set_effect(target_in_warhead_range, true);
config = R"({
"needs": {
"target_acquired": true,
"target_dead": false
},
"effects": {
"target_in_warhead_range": true
}
})"_json;
intercept.load(profile, config);
actions.push_back(intercept);
Action detonateNearTarget("detonateNearTarget", 5);
detonateNearTarget.set_precond(target_in_warhead_range, true);
detonateNearTarget.set_precond(target_acquired, true);
detonateNearTarget.set_precond(target_dead, false);
detonateNearTarget.set_effect(target_dead, true);
config = R"({
"needs": {
"target_in_warhead_range": true,
"target_acquired": true,
"target_dead": false
},
"effects": {
"target_dead": true
}
})"_json;
detonateNearTarget.load(profile, config);
actions.push_back(detonateNearTarget);
// Here's the initial state...
GOAPState initial_state;
initial_state[target_acquired] = false;
initial_state[target_lost] = true;
initial_state[target_in_warhead_range] = false;
initial_state[target_dead] = false;
initial_state[profile["target_acquired"]] = false;
initial_state[profile["target_lost"]] = true;
initial_state[profile["target_in_warhead_range"]] = false;
initial_state[profile["target_dead"]] = false;
// ...and the goal state
GOAPState goal_target_dead;
goal_target_dead[target_dead] = true;
goal_target_dead[profile["target_dead"]] = true;
auto result = plan_actions(actions, initial_state, goal_target_dead);
REQUIRE(result != std::nullopt);
@ -154,9 +186,9 @@ TEST_CASE("wargame test from cppGOAP", "[goap]") {
auto state = initial_state;
for(auto& action : *result) {
fmt::println("ACTION: {}", action.name);
fmt::println("ACTION: {}", action.$name);
state = action.apply_effect(state);
}
REQUIRE(state[target_dead]);
REQUIRE(state[profile["target_dead"]]);
}