aitoolkit
v0.5.1
AI Toolkit是仅标题的C ++库,可提供用于构建游戏NPC大脑的工具。
它提供:
为什么这个项目?好吧,我在这里写了关于它的文章。
将此存储库的include
夹添加到您的包含路径。
或将其添加为子模块:
$ git submodule add https://github.com/linkdd/aitoolkit.git
$ g++ -std=c++23 -Iaitoolkit/include main.cpp -o mygame
NB:该库与C ++ 20兼容。
或使用Shipp,将其添加到您的依赖项中:
{
"name" : " myproject " ,
"version" : " 0.1.0 " ,
"dependencies" : [
{
"name" : " aitoolkit " ,
"url" : " https://github.com/linkdd/aitoolkit.git " ,
"version" : " v0.5.1 "
}
]
}
首先,包括标题:
# include < aitoolkit/fsm.hpp >
using namespace aitoolkit ::fsm ;
然后,创建黑板类型:
struct blackboard_type {
// ...
};
然后,为您的每个状态创建一个状态类型:
class state_dummy final : public state<blackboard_type> {
public:
virtual void enter (blackboard_type& blackboard) override {
// ...
}
virtual void exit (blackboard_type& blackboard) override {
// ...
}
virtual void pause (blackboard_type& blackboard) override {
// ...
}
virtual void resume (blackboard_type& blackboard) override {
// ...
}
virtual void update (blackboard_type& blackboard) override {
// ...
}
};
创建您的简单状态机:
auto simple_bb = blackboard_type{};
auto simple_fsm = simple_machine<blackboard_type>();
simple_fsm.set_state(state_dummy{}, simple_bb);
simple_fsm.pause(simple_bb);
simple_fsm.resume(simple_bb);
simple_fsm.update(simple_bb);
或使用堆栈状态机:
auto stack_bb = blackboard_type{};
auto stack_fsm = stack_machine<blackboard_type>{};
stack_fsm.push_state(state_dummy{}, stack_bb);
stack_fsm.push_state(state_dummy{}, stack_bb);
stack_fsm.update(stack_bb);
stack_fsm.pop_state(stack_bb);
stack_fsm.pop_state(stack_bb);
首先,包括标题:
# include < aitoolkit/behtree.hpp >
using namespace aitoolkit ::bt ;
然后,创建黑板类型:
struct blackboard_type {
// ...
};
然后,创建您的树:
auto tree = seq<blackboard_type>(
node_list<blackboard_type>(
check<blackboard_type>([]( const blackboard_type& bb) {
// check some condition
return true ;
}),
task<blackboard_type>([](blackboard_type& bb) {
// perform some action
return execution_state::success;
})
)
);
最后,对其进行评估:
auto blackboard = blackboard_type{
// ...
};
auto state = tree.evaluate(blackboard);
有关更多信息,请咨询文档。
首先,包括标头文件:
# include < aitoolkit/utility.hpp >
using namespace aitoolkit ::utility ;
然后,创建一个黑板类型:
struct blackboard_type {
int food{ 0 };
int wood{ 0 };
int stone{ 0 };
int gold{ 0 };
};
接下来,为您想要执行的每个动作创建一个类:
class collect_food final : public action<blackboard_type> {
public:
virtual float score ( const blackboard_type& blackboard) const override {
return 50 . 0f ;
}
virtual void apply (blackboard_type& blackboard) const override {
blackboard. food += 1 ;
}
};
class collect_wood final : public action<blackboard_type> {
public:
virtual float score ( const blackboard_type& blackboard) const override {
return 150 . 0f ;
}
virtual void apply (blackboard_type& blackboard) const override {
blackboard. wood += 1 ;
}
};
class collect_stone final : public action<blackboard_type> {
public:
virtual float score ( const blackboard_type& blackboard) const override {
return - 10 . 0f ;
}
virtual void apply (blackboard_type& blackboard) const override {
blackboard. stone += 1 ;
}
};
class collect_gold final : public action<blackboard_type> {
public:
virtual float score ( const blackboard_type& blackboard) const override {
return 75 . 0f ;
}
virtual void apply (blackboard_type& blackboard) const override {
blackboard. gold += 1 ;
}
};
最后,创建一个评估器并运行它:
auto evaluator = evaluator<blackboard_type>(
action_list<blackboard_type>(
collect_food{},
collect_wood{},
collect_stone{},
collect_gold{}
)
);
auto blackboard = blackboard_type{};
evaluator.run(blackboard);
首先,包括标头文件:
# include < aitoolkit/goap.hpp >
using namespace aitoolkit ::goap ;
然后,创建一个将保持计划者状态的黑板类:
struct blackboard_type {
bool has_axe{ false };
int wood{ 0 };
};
NB:黑板需要可比较(
a == b
)和可用。
接下来,为您想要执行的每个动作创建一个类:
class get_axe final : public action<blackboard_type> {
public:
virtual float cost ( const blackboard_type& blackboard) const override {
return 1 . 0f ;
}
virtual bool check_preconditions ( const blackboard_type& blackboard) const override {
return !blackboard. has_axe ;
}
virtual void apply_effects (blackboard_type& blackboard, bool dry_run) const override {
blackboard. has_axe = true ;
}
};
class chop_tree final : public action<blackboard_type> {
public:
virtual float cost ( const blackboard_type& blackboard) const override {
return 1 . 0f ;
}
virtual bool check_preconditions ( const blackboard_type& blackboard) const override {
return blackboard. has_axe ;
}
virtual void apply_effects (blackboard_type& blackboard, bool dry_run) const override {
blackboard. wood += 1 ;
}
};
最后,创建一个计划并运行它:
auto initial = blackboard_type{};
auto goal = blackboard_type{
. has_axe = true ,
. wood = 3
};
auto p = planner<blackboard_type>(
action_list<blackboard_type>(
get_axe{},
chop_tree{}
),
initial,
goal
);
auto blackboard = initial;
while (p) {
p. run_next (blackboard); // will mutate the blackboard
}
有关更多信息,请咨询文档。
该文档可在此处在线提供。
您可以使用doxygen在本地构建它:
$ make docs
该库是根据MIT许可证的条款发布的。