This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm.
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5 changed files with 30 additions and 27 deletions
31
ai.cpp
31
ai.cpp
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@ -155,6 +155,7 @@ namespace ai {
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}
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void set(State& state, std::string name, bool value) {
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// resort by best fit
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state.set(state_id(name), value);
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}
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@ -162,39 +163,32 @@ namespace ai {
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return state.test(state_id(name));
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}
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ai::Action& EntityAI::best_fit() {
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dbc::check(plan.script.size() > 0, "empty action plan script");
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int lowest_cost = plan.script[0].cost;
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size_t best_action = 0;
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for(size_t i = 0; i < plan.script.size(); i++) {
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auto& action = plan.script[i];
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if(!action.can_effect(start)) continue;
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if(action.cost < lowest_cost) {
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lowest_cost = action.cost;
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best_action = i;
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}
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void EntityAI::fit_sort() {
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if(active()) {
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std::sort(plan.script.begin(), plan.script.end(),
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[&](auto& l, auto& r) {
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int l_cost = l.cost + (!l.can_effect(start) * ai::SCORE_MAX);
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int r_cost = r.cost + (!r.can_effect(start) * ai::SCORE_MAX);
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return l_cost < r_cost;
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});
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}
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return plan.script[best_action];
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}
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bool EntityAI::wants_to(std::string name) {
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ai::check_valid_action(name, "EntityAI::wants_to");
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dbc::check(plan.script.size() > 0, "empty action plan script");
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return best_fit().name == name;
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return plan.script.size() > 0 && plan.script[0].name == name;
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}
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bool EntityAI::active() {
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if(plan.script.size() == 1) {
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return plan.script[0] != FINAL_ACTION;
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} else {
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return plan.script.size() == 0;
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return plan.script.size() != 0;
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}
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}
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void EntityAI::set_state(std::string name, bool setting) {
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fit_sort();
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ai::set(start, name, setting);
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}
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@ -204,6 +198,7 @@ namespace ai {
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void EntityAI::update() {
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plan = ai::plan(script, start, goal);
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fit_sort();
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}
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AIProfile* profile() {
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