aitoolkit
v0.5.1
AI Toolkit是僅標題的C ++庫,可提供用於構建遊戲NPC大腦的工具。
它提供:
為什麼這個項目?好吧,我在這裡寫了關於它的文章。
將此存儲庫的include
夾添加到您的包含路徑。
或將其添加為子模塊:
$ git submodule add https://github.com/linkdd/aitoolkit.git
$ g++ -std=c++23 -Iaitoolkit/include main.cpp -o mygame
NB:該庫與C ++ 20兼容。
或使用Shipp,將其添加到您的依賴項中:
{
"name" : " myproject " ,
"version" : " 0.1.0 " ,
"dependencies" : [
{
"name" : " aitoolkit " ,
"url" : " https://github.com/linkdd/aitoolkit.git " ,
"version" : " v0.5.1 "
}
]
}
首先,包括標題:
# include < aitoolkit/fsm.hpp >
using namespace aitoolkit ::fsm ;
然後,創建黑板類型:
struct blackboard_type {
// ...
};
然後,為您的每個狀態創建一個狀態類型:
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 {
// ...
}
};
創建您的簡單狀態機:
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);
或使用堆棧狀態機:
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,包括標題:
# include < aitoolkit/behtree.hpp >
using namespace aitoolkit ::bt ;
然後,創建黑板類型:
struct blackboard_type {
// ...
};
然後,創建您的樹:
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;
})
)
);
最後,對其進行評估:
auto blackboard = blackboard_type{
// ...
};
auto state = tree.evaluate(blackboard);
有關更多信息,請諮詢文檔。
首先,包括標頭文件:
# include < aitoolkit/utility.hpp >
using namespace aitoolkit ::utility ;
然後,創建一個黑板類型:
struct blackboard_type {
int food{ 0 };
int wood{ 0 };
int stone{ 0 };
int gold{ 0 };
};
接下來,為您想要執行的每個動作創建一個類:
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 ;
}
};
最後,創建一個評估器並運行它:
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,包括標頭文件:
# include < aitoolkit/goap.hpp >
using namespace aitoolkit ::goap ;
然後,創建一個將保持計劃者狀態的黑板類:
struct blackboard_type {
bool has_axe{ false };
int wood{ 0 };
};
NB:黑板需要可比較(
a == b
)和可用。
接下來,為您想要執行的每個動作創建一個類:
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 ;
}
};
最後,創建一個計劃並運行它:
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
}
有關更多信息,請諮詢文檔。
該文檔可在此處在線提供。
您可以使用doxygen在本地構建它:
$ make docs
該庫是根據MIT許可證的條款發布的。