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Monster behavior tree (CleverRaven#39810)
* Initial integration of behavior tree into monster AI. * Extract character oracle to its own module
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[ | ||
{ | ||
"type": "behavior", | ||
"id": "monster_goals", | ||
"strategy": "sequential_until_done", | ||
"children": [ "absorb_items", "monster_special" ] | ||
}, | ||
{ | ||
"type": "behavior", | ||
"id": "absorb_items", | ||
"strategy": "sequential", | ||
"predicate": "monster_not_hallucination", | ||
"children": [ "do_absorb" ] | ||
}, | ||
{ | ||
"type": "behavior", | ||
"id": "do_absorb", | ||
"predicate": "monster_items_available", | ||
"goal": "consume_items" | ||
}, | ||
{ | ||
"type": "behavior", | ||
"id": "monster_special", | ||
"predicate": "monster_has_special", | ||
"goal": "do_special" | ||
} | ||
] |
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#include <array> | ||
#include <list> | ||
#include <memory> | ||
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#include "behavior.h" | ||
#include "character_oracle.h" | ||
#include "bodypart.h" | ||
#include "character.h" | ||
#include "inventory.h" | ||
#include "item.h" | ||
#include "itype.h" | ||
#include "player.h" | ||
#include "ret_val.h" | ||
#include "value_ptr.h" | ||
#include "weather.h" | ||
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static const std::string flag_FIRESTARTER( "FIRESTARTER" ); | ||
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namespace behavior | ||
{ | ||
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// To avoid a local minima when the character has access to warmth in a shelter but gets cold | ||
// when they go outside, this method needs to only alert when travel time to known shelter | ||
// approaches time to freeze. | ||
status_t character_oracle_t::needs_warmth_badly() const | ||
{ | ||
const player *p = dynamic_cast<const player *>( subject ); | ||
// Use player::temp_conv to predict whether the Character is "in trouble". | ||
for( const body_part bp : all_body_parts ) { | ||
if( p->temp_conv[ bp ] <= BODYTEMP_VERY_COLD ) { | ||
return running; | ||
} | ||
} | ||
return success; | ||
} | ||
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status_t character_oracle_t::needs_water_badly() const | ||
{ | ||
// Check thirst threshold. | ||
if( subject->get_thirst() > 520 ) { | ||
return running; | ||
} | ||
return success; | ||
} | ||
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status_t character_oracle_t::needs_food_badly() const | ||
{ | ||
// Check hunger threshold. | ||
if( subject->get_hunger() >= 300 && subject->get_starvation() > 2500 ) { | ||
return running; | ||
} | ||
return success; | ||
} | ||
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status_t character_oracle_t::can_wear_warmer_clothes() const | ||
{ | ||
const player *p = dynamic_cast<const player *>( subject ); | ||
// Check inventory for wearable warmer clothes, greedily. | ||
// Don't consider swapping clothes yet, just evaluate adding clothes. | ||
for( const auto &i : subject->inv.const_slice() ) { | ||
const item &candidate = i->front(); | ||
if( candidate.get_warmth() > 0 || p->can_wear( candidate ).success() ) { | ||
return running; | ||
} | ||
} | ||
return failure; | ||
} | ||
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status_t character_oracle_t::can_make_fire() const | ||
{ | ||
// Check inventory for firemaking tools and fuel | ||
bool tool = false; | ||
bool fuel = false; | ||
for( const auto &i : subject->inv.const_slice() ) { | ||
const item &candidate = i->front(); | ||
if( candidate.has_flag( flag_FIRESTARTER ) ) { | ||
tool = true; | ||
if( fuel ) { | ||
return running; | ||
} | ||
} else if( candidate.flammable() ) { | ||
fuel = true; | ||
if( tool ) { | ||
return running; | ||
} | ||
} | ||
} | ||
return success; | ||
} | ||
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status_t character_oracle_t::can_take_shelter() const | ||
{ | ||
// See if we know about some shelter | ||
// Don't know how yet. | ||
return failure; | ||
} | ||
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status_t character_oracle_t::has_water() const | ||
{ | ||
// Check if we know about water somewhere | ||
bool found_water = subject->inv.has_item_with( []( const item & cand ) { | ||
return cand.is_food() && cand.get_comestible()->quench > 0; | ||
} ); | ||
return found_water ? running : failure; | ||
} | ||
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status_t character_oracle_t::has_food() const | ||
{ | ||
// Check if we know about food somewhere | ||
bool found_food = subject->inv.has_item_with( []( const item & cand ) { | ||
return cand.is_food() && cand.get_comestible()->has_calories(); | ||
} ); | ||
return found_food ? running : failure; | ||
} | ||
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} // namespace behavior |
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#pragma once | ||
#ifndef CATA_SRC_CHARACTER_ORACLE_H | ||
#define CATA_SRC_CHARACTER_ORACLE_H | ||
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#include "behavior_oracle.h" | ||
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class Character; | ||
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namespace behavior | ||
{ | ||
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class character_oracle_t : public oracle_t | ||
{ | ||
public: | ||
character_oracle_t( const Character *subject ) { | ||
this->subject = subject; | ||
} | ||
/** | ||
* Predicates used by AI to determine goals. | ||
*/ | ||
status_t needs_warmth_badly() const; | ||
status_t needs_water_badly() const; | ||
status_t needs_food_badly() const; | ||
status_t can_wear_warmer_clothes() const; | ||
status_t can_make_fire() const; | ||
status_t can_take_shelter() const; | ||
status_t has_water() const; | ||
status_t has_food() const; | ||
private: | ||
const Character *subject; | ||
}; | ||
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} //namespace behavior | ||
#endif // CATA_SRC_CHARACTER_ORACLE_H |
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