Autowalker is now using the GOAP AI system and works way better. Still quite a lot of jank in the code but that'll get removed over time. Next thing is being able to detect when its near an item/enemy and properly react.
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9 changed files with 84 additions and 47 deletions
26
goap.cpp
26
goap.cpp
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@ -31,6 +31,11 @@ namespace ai {
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}
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}
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void Action::ignore(int name) {
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$positive_preconds[name] = false;
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$negative_preconds[name] = false;
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}
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bool Action::can_effect(State& state) {
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return ((state & $positive_preconds) == $positive_preconds) &&
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@ -41,16 +46,15 @@ namespace ai {
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return (state | $positive_effects) & ~$negative_effects;
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}
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int distance_to_goal(State& from, State& to) {
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int distance_to_goal(State from, State to, Action& action) {
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auto result = from ^ to;
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return result.count();
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return result.count() + action.cost;
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}
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Script reconstruct_path(std::unordered_map<Action, Action>& came_from, Action& current) {
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Script total_path{current};
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int count = 0;
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while(came_from.contains(current) && count++ < 10) {
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while(came_from.contains(current)) {
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current = came_from.at(current);
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if(current != FINAL_ACTION) {
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total_path.push_front(current);
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@ -60,12 +64,12 @@ namespace ai {
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return total_path;
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}
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inline int h(State& start, State& goal) {
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return distance_to_goal(start, goal);
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inline int h(State start, State goal, Action& action) {
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return distance_to_goal(start, goal, action);
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}
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inline int d(State& start, State& goal) {
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return distance_to_goal(start, goal);
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inline int d(State start, State goal, Action& action) {
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return distance_to_goal(start, goal, action);
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}
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ActionState find_lowest(std::unordered_map<ActionState, int>& open_set) {
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@ -90,7 +94,7 @@ namespace ai {
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ActionState current{FINAL_ACTION, start};
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g_score[start] = 0;
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open_set[current] = g_score[start] + h(start, goal);
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open_set[current] = g_score[start] + h(start, goal, current.action);
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while(!open_set.empty()) {
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current = find_lowest(open_set);
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@ -109,7 +113,7 @@ namespace ai {
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}
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auto neighbor = neighbor_action.apply_effect(current.state);
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int d_score = d(current.state, neighbor);
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int d_score = d(current.state, neighbor, current.action);
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int tentative_g_score = g_score[current.state] + d_score;
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int neighbor_g_score = g_score.contains(neighbor) ? g_score[neighbor] : SCORE_MAX;
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if(tentative_g_score < neighbor_g_score) {
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@ -118,7 +122,7 @@ namespace ai {
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g_score[neighbor] = tentative_g_score;
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// open_set gets the fScore
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ActionState neighbor_as{neighbor_action, neighbor};
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open_set[neighbor_as] = tentative_g_score + h(neighbor, goal);
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open_set[neighbor_as] = tentative_g_score + h(neighbor, goal, neighbor_as.action);
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}
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}
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}
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