新增agent用于帮助快速使用goap
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11
source/bin/framework.d.ts
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11
source/bin/framework.d.ts
vendored
@@ -262,6 +262,17 @@ declare module es {
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findActionIndex(action: Action): number;
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}
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}
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declare module es {
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abstract class Agent {
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actions: Action[];
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_planner: ActionPlanner;
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constructor();
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plan(debugPlan?: boolean): boolean;
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hasActionPlan(): boolean;
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abstract getWorldState(): WorldState;
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abstract getGoalState(): WorldState;
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}
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}
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declare module es {
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class WorldState implements IEquatable<WorldState> {
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values: number;
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@@ -1289,6 +1289,36 @@ var es;
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es.ActionPlanner = ActionPlanner;
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})(es || (es = {}));
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var es;
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(function (es) {
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var Agent = (function () {
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function Agent() {
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this._planner = new es.ActionPlanner();
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}
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Agent.prototype.plan = function (debugPlan) {
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if (debugPlan === void 0) { debugPlan = false; }
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var nodes = null;
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if (debugPlan)
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nodes = [];
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this.actions = this._planner.plan(this.getWorldState(), this.getGoalState(), nodes);
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if (nodes != null && nodes.length > 0) {
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console.log("---- ActionPlanner plan ----");
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console.log("plan cost = " + nodes[nodes.length - 1].costSoFar);
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console.log(" start" + "\t" + this.getWorldState().describe(this._planner));
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for (var i = 0; i < nodes.length; i++) {
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console.log(i + ": " + nodes[i].action.name + "\t" + nodes[i].worldState.describe(this._planner));
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es.Pool.free(nodes[i]);
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}
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}
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return this.hasActionPlan();
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};
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Agent.prototype.hasActionPlan = function () {
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return this.actions != null && this.actions.length > 0;
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};
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return Agent;
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}());
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es.Agent = Agent;
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})(es || (es = {}));
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var es;
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(function (es) {
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var WorldState = (function () {
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function WorldState(planner, values, dontcare) {
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2
source/bin/framework.min.js
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2
source/bin/framework.min.js
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File diff suppressed because one or more lines are too long
41
source/src/AI/Pathfinding/GOAP/Agent.ts
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41
source/src/AI/Pathfinding/GOAP/Agent.ts
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@@ -0,0 +1,41 @@
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module es {
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/**
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* Agent提供了一个简单明了的方式来使用计划书。
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* 它根本不需要使用,因为它只是ActionPlanner的一个方便的封装器,使其更容易获得计划和存储结果。
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*/
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export abstract class Agent {
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public actions: Action[];
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public _planner: ActionPlanner;
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constructor(){
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this._planner = new ActionPlanner();
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}
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public plan(debugPlan: boolean = false){
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let nodes: AStarNode[] = null;
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if (debugPlan)
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nodes = [];
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this.actions = this._planner.plan(this.getWorldState(), this.getGoalState(), nodes);
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if (nodes != null && nodes.length > 0){
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console.log("---- ActionPlanner plan ----");
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console.log(`plan cost = ${nodes[nodes.length - 1].costSoFar}`);
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console.log(`${" start"}\t${this.getWorldState().describe(this._planner)}`);
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for (let i = 0; i < nodes.length; i++){
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console.log(`${i}: ${nodes[i].action.name}\t${nodes[i].worldState.describe(this._planner)}`);
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Pool.free<AStarNode>(nodes[i]);
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}
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}
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return this.hasActionPlan();
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}
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public hasActionPlan(){
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return this.actions != null && this.actions.length > 0;
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}
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public abstract getWorldState(): WorldState;
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public abstract getGoalState(): WorldState;
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}
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}
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