ai.cpp now has a nice easy to use API for loading and running the GOAP things.
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tests/ai.cpp
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tests/ai.cpp
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#include <catch2/catch_test_macros.hpp>
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#include "dbc.hpp"
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#include "ai.hpp"
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#include <iostream>
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using namespace dbc;
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using namespace nlohmann;
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TEST_CASE("worldstate works", "[ai]") {
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enum StateNames {
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ENEMY_IN_RANGE,
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ENEMY_DEAD
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};
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ai::State goal;
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ai::State start;
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std::vector<ai::Action> actions;
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// start off enemy not dead and not in range
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start[ENEMY_DEAD] = false;
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start[ENEMY_IN_RANGE] = false;
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true;
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ai::Action move_closer("move_closer", 10);
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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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REQUIRE(start[ENEMY_IN_RANGE] == false);
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REQUIRE(after_move_state[ENEMY_IN_RANGE] == true);
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REQUIRE(after_move_state[ENEMY_DEAD] == false);
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// start is clean but after move is dirty
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REQUIRE(move_closer.can_effect(start));
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REQUIRE(!move_closer.can_effect(after_move_state));
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REQUIRE(ai::distance_to_goal(start, after_move_state) == 1);
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ai::Action kill_it("kill_it", 10);
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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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auto after_kill_state = kill_it.apply_effect(after_move_state);
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REQUIRE(!kill_it.can_effect(after_kill_state));
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REQUIRE(ai::distance_to_goal(after_move_state, after_kill_state) == 1);
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actions.push_back(kill_it);
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actions.push_back(move_closer);
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REQUIRE(start != goal);
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}
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TEST_CASE("basic feature tests", "[ai]") {
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enum StateNames {
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ENEMY_IN_RANGE,
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ENEMY_DEAD
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};
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ai::State goal;
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ai::State start;
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std::vector<ai::Action> actions;
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// start off enemy not dead and not in range
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start[ENEMY_DEAD] = false;
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start[ENEMY_IN_RANGE] = false;
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// end goal is enemy is dead
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goal[ENEMY_DEAD] = true;
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ai::Action move_closer("move_closer", 10);
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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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ai::Action kill_it("kill_it", 10);
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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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actions.push_back(move_closer);
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auto result = ai::plan_actions(actions, start, goal);
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REQUIRE(result != std::nullopt);
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auto state = start;
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for(auto& action : *result) {
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state = action.apply_effect(state);
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}
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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.$name);
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state = action.apply_effect(state);
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}
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REQUIRE(state[profile["target_dead"]]);
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}
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TEST_CASE("ai as a module like sound/sprites", "[ai]") {
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ai::init();
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auto start = ai::load_state("test_start");
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auto goal = ai::load_state("test_goal");
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auto script = ai::plan("test1", start, goal);
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REQUIRE(script != std::nullopt);
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auto state = start;
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for(auto& action : *script) {
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fmt::println("ACTION: {}", action.$name);
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state = action.apply_effect(state);
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}
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REQUIRE(state[ai::state_id("target_dead")]);
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}
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