raycaster/tests/ai.cpp

223 lines
6.4 KiB
C++

#include "dbc.hpp"
#include "ai/ai.hpp"
#include "ai/ai_debug.hpp"
#include <iostream>
#include "game/rituals.hpp"
#include <fuc2/testing.hpp>
using namespace dbc;
using namespace nlohmann;
using namespace fuc2;
namespace ai_tests {
void test_state_and_actions() {
enum StateNames {
ENEMY_IN_RANGE,
ENEMY_DEAD
};
ai::State goal;
ai::State start;
std::vector<ai::Action> actions;
// start off enemy not dead and not in range
start[ENEMY_DEAD] = false;
start[ENEMY_IN_RANGE] = false;
// end goal is enemy is dead
goal[ENEMY_DEAD] = true;
ai::Action move_closer("move_closer", 10);
move_closer.needs(ENEMY_IN_RANGE, false);
move_closer.effect(ENEMY_IN_RANGE, true);
CHECK(move_closer.can_effect(start));
auto after_move_state = move_closer.apply_effect(start);
CHECK(start[ENEMY_IN_RANGE] == false);
CHECK(after_move_state[ENEMY_IN_RANGE] == true);
CHECK(after_move_state[ENEMY_DEAD] == false);
// start is clean but after move is dirty
CHECK(move_closer.can_effect(start));
CHECK(!move_closer.can_effect(after_move_state));
CHECK(ai::distance_to_goal(start, after_move_state) == 1);
ai::Action kill_it("kill_it", 10);
kill_it.needs(ENEMY_IN_RANGE, true);
kill_it.needs(ENEMY_DEAD, false);
kill_it.effect(ENEMY_DEAD, true);
CHECK(!kill_it.can_effect(start));
CHECK(kill_it.can_effect(after_move_state));
auto after_kill_state = kill_it.apply_effect(after_move_state);
CHECK(!kill_it.can_effect(after_kill_state));
CHECK(ai::distance_to_goal(after_move_state, after_kill_state) == 1);
kill_it.ignore(ENEMY_IN_RANGE);
CHECK(kill_it.can_effect(after_move_state));
actions.push_back(kill_it);
actions.push_back(move_closer);
CHECK(start != goal);
}
void test_basic_features() {
enum StateNames {
ENEMY_IN_RANGE,
ENEMY_DEAD
};
ai::State goal;
ai::State start;
std::vector<ai::Action> actions;
// start off enemy not dead and not in range
start[ENEMY_DEAD] = false;
start[ENEMY_IN_RANGE] = false;
// end goal is enemy is dead
goal[ENEMY_DEAD] = true;
ai::Action move_closer("move_closer", 10);
move_closer.needs(ENEMY_IN_RANGE, false);
move_closer.effect(ENEMY_IN_RANGE, true);
ai::Action kill_it("kill_it", 10);
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);
actions.push_back(move_closer);
auto result = ai::plan_actions(actions, start, goal);
CHECK(result.complete);
auto state = start;
for(auto& action : result.script) {
state = action.apply_effect(state);
}
CHECK(state[ENEMY_DEAD]);
}
void test_ai_module_like_sound() {
ai::reset();
ai::init("tests/ai_fixture.json");
auto start = ai::load_state("test_start");
auto goal = ai::load_state("test_goal");
auto a_plan = ai::plan("test1", start, goal);
CHECK(a_plan.complete);
auto state = start;
for(auto& action : a_plan.script) {
fmt::println("ACTION: {}", action.name);
state = action.apply_effect(state);
}
CHECK(ai::test(state, "target_dead"));
}
void test_ai_autowalker() {
ai::reset();
ai::init("ai");
auto start = ai::load_state("Host::initial_state");
auto goal = ai::load_state("Host::final_state");
int enemy_count = 5;
ai::set(start, "no_more_enemies", enemy_count == 0);
// find an enemy and kill them
auto a_plan = ai::plan("Host::actions", start, goal);
CHECK(!a_plan.complete);
auto result = ai::dump_script("\n\nWALKER KILL STUFF", start, a_plan.script);
CHECK(ai::test(result, "enemy_found"));
CHECK(!ai::test(result, "no_more_enemies"));
// health is low, go heal
ai::set(result, "health_good", false);
ai::set(result, "in_combat", false);
ai::set(result, "enemy_found", false);
ai::set(result, "have_healing", true);
ai::set(result, "have_item", true);
CHECK(!ai::test(result, "health_good"));
auto health_plan = ai::plan("Host::actions", result, goal);
result = ai::dump_script("\n\nWALKER NEED HEALTH", result, health_plan.script);
CHECK(!health_plan.complete);
CHECK(ai::test(result, "health_good"));
// health is good, enemies dead, go get stuff
ai::set(result, "no_more_enemies", true);
CHECK(ai::test(result, "no_more_enemies"));
auto new_plan = ai::plan("Host::actions", result, goal);
result = ai::dump_script("\n\nWALKER COLLECT ITEMS", result, new_plan.script);
CHECK(ai::test(result, "no_more_items"));
CHECK(ai::test(result, "no_more_enemies"));
}
void test_confirm_EntityAI_behaves() {
ai::reset();
ai::init("ai");
auto ai_start = ai::load_state("Enemy::initial_state");
auto ai_goal = ai::load_state("Enemy::final_state");
ai::EntityAI enemy("Enemy::actions", ai_start, ai_goal);
enemy.set_state("detect_enemy", true);
enemy.update();
CHECK(enemy.wants_to("find_enemy"));
enemy.set_state("enemy_found", true);
enemy.set_state("in_combat", true);
enemy.update();
CHECK(enemy.wants_to("kill_enemy"));
enemy.set_state("have_item", true);
enemy.set_state("have_healing", true);
enemy.set_state("in_combat", false);
enemy.set_state("health_good", false);
enemy.update();
CHECK(enemy.wants_to("use_healing"));
enemy.set_state("have_healing", false);
enemy.set_state("tough_personality", true);
enemy.set_state("in_combat", true);
enemy.set_state("health_good", true);
enemy.update();
CHECK(enemy.wants_to("kill_enemy"));
fmt::println("\n\n\n\n=============================\n\n\n\n");
enemy.set_state("have_healing", false);
enemy.set_state("tough_personality", false);
enemy.set_state("in_combat", true);
enemy.set_state("health_good", false);
enemy.update();
CHECK(enemy.wants_to("run_away"));
}
fuc2::Set TESTS{
.name="ai functionality",
.tests={
TEST(test_state_and_actions),
TEST(test_basic_features),
TEST(test_ai_module_like_sound),
TEST(test_ai_autowalker),
TEST(test_confirm_EntityAI_behaves),
}
};
}