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.

This commit is contained in:
Zed A. Shaw 2025-03-12 12:15:21 -04:00
parent ff81c78d13
commit d15c9b12fd
9 changed files with 84 additions and 47 deletions

View file

@ -12,6 +12,7 @@ namespace ai {
using AIProfile = std::unordered_map<std::string, int>;
constexpr const int SCORE_MAX = std::numeric_limits<int>::max();
constexpr const size_t STATE_MAX = 32;
using State = std::bitset<STATE_MAX>;
@ -20,8 +21,8 @@ namespace ai {
const State ALL_ONES = ~ALL_ZERO;
struct Action {
std::string $name;
int $cost = 0;
std::string name;
int cost = 0;
State $positive_preconds;
State $negative_preconds;
@ -30,16 +31,17 @@ namespace ai {
State $negative_effects;
Action(std::string name, int cost) :
$name(name), $cost(cost) { }
name(name), cost(cost) { }
void needs(int name, bool val);
void effect(int name, bool val);
void ignore(int name);
bool can_effect(State& state);
State apply_effect(State& state);
bool operator==(const Action& other) const {
return other.$name == $name;
return other.name == name;
}
};
@ -66,14 +68,14 @@ namespace ai {
bool is_subset(State& source, State& target);
int distance_to_goal(State& from, State& to);
int distance_to_goal(State from, State to, Action& action);
ActionPlan plan_actions(std::vector<Action>& actions, State start, State goal);
}
template<> struct std::hash<ai::Action> {
size_t operator()(const ai::Action& p) const {
return std::hash<std::string>{}(p.$name);
return std::hash<std::string>{}(p.name);
}
};