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/*
   Copyright (c) 2015 DIVIDE-Studio
   Copyright (c) 2009 Ionut Cava

   This file is part of DIVIDE Framework.

   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software
   and associated documentation files (the "Software"), to deal in the Software
   without restriction,
   including without limitation the rights to use, copy, modify, merge, publish,
   distribute, sublicense,
   and/or sell copies of the Software, and to permit persons to whom the
   Software is furnished to do so,
   subject to the following conditions:

   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.

   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED,
   INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
   PARTICULAR PURPOSE AND NONINFRINGEMENT.
   IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
   DAMAGES OR OTHER LIABILITY,
   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
   IN CONNECTION WITH THE SOFTWARE
   OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

 */
#ifndef _WAR_SCENE_AESOP_ACTION_INTERFACE_H_
#define _WAR_SCENE_AESOP_ACTION_INTERFACE_H_

#include "AI/ActionInterface/Headers/GOAPInterface.h"

namespace Divide {
namespace AI {

// Some useful predicates
enum Fact {
    AtEnemyFlagLoc = 0,
    AtHomeFlagLoc = 1,
    HasEnemyFlag = 2,
    HasOwnFlag = 3,
    EnemyHasFlag = 4,
    EnemyDead = 5,
    FlagCarrierDead = 6
};

inline const char* WarSceneFactName(GOAPFact fact) {
    switch (static_cast<Fact>(fact)) {
        case AtEnemyFlagLoc:
            return "At enemy flag location";
        case AtHomeFlagLoc:
            return "At home location";
        case HasEnemyFlag:
            return "Has enemy flag";
        case HasOwnFlag:
            return "Has own flag";
        case EnemyHasFlag:
            return "Enemy has flag";
        case EnemyDead:
            return "Enemy dead";
        case FlagCarrierDead:
            return "Flag carrier dead";
    };
    return GOAPFactName(fact);
};

enum ActionType {
    ACTION_APPROACH_FLAG = 0,
    ACTION_CAPTURE_FLAG = 1,
    ACTION_RETURN_FLAG = 2,
    ACTION_PROTECT_FLAG_CARRIER = 3,
    ACTION_RECOVER_FLAG = 4,
    ACTION_KILL_ENEMY = 5,
    ACTION_RETURN_TO_BASE = 6
};

class WarSceneAction : public GOAPAction {
   public:
    inline ActionType actionType() const { return _type; }

    bool preAction() const;
    bool postAction() const;
    virtual bool checkImplDependentCondition() const { return true; }

   protected:
    WarSceneAction(ActionType type, const stringImpl& name, F32 cost = 1.0f);
    virtual ~WarSceneAction();

   protected:
    friend class WarSceneAISceneImpl;
    inline void setParentAIScene(WarSceneAISceneImpl* const scene) {
        _parentScene = scene;
    }

   protected:
    WarSceneAISceneImpl* _parentScene;
    ActionType _type;
};

class ApproachFlag : public WarSceneAction {
   public:
    ApproachFlag(const stringImpl& name, F32 cost = 1.0f);
    ApproachFlag(WarSceneAction const& other) : WarSceneAction(other) {}
};
class CaptureFlag : public WarSceneAction {
   public:
    CaptureFlag(const stringImpl& name, F32 cost = 1.0f);
    CaptureFlag(WarSceneAction const& other) : WarSceneAction(other) {}
};
class ReturnFlag : public WarSceneAction {
   public:
    ReturnFlag(const stringImpl& name, F32 cost = 1.0f);
    ReturnFlag(WarSceneAction const& other) : WarSceneAction(other) {}
};
class ProtectFlagCarrier : public WarSceneAction {
   public:
    ProtectFlagCarrier(const stringImpl& name, F32 cost = 1.0f);
    ProtectFlagCarrier(WarSceneAction const& other) : WarSceneAction(other) {}
};
class RecoverFlag : public WarSceneAction {
   public:
    RecoverFlag(const stringImpl& name, F32 cost = 1.0f);
    RecoverFlag(WarSceneAction const& other) : WarSceneAction(other) {}
};
class KillEnemy : public WarSceneAction {
   public:
    KillEnemy(const stringImpl& name, F32 cost = 1.0f);
    KillEnemy(WarSceneAction const& other) : WarSceneAction(other) {}
};
class ReturnHome : public WarSceneAction {
   public:
    ReturnHome(const stringImpl& name, F32 cost = 1.0f);
    ReturnHome(WarSceneAction const& other) : WarSceneAction(other) {}
};
};  // namespace AI
};  // namespace Divide

#endif

Commits for Divide-Framework/trunk/Source Code/Scenes/WarScene/AESOPActions/Headers/WarSceneActions.h

Diff revisions: vs.
Revision Author Commited Message
350 Diff Diff IonutCava picture IonutCava Tue 10 Feb, 2015 16:25:39 +0000

[Ionut]
- Simplified some Util-namespace level functions by using STL algorithms where possible
- Formatted the entire codebase using clang-format with the following style: "{BasedOnStyle: Google, IndentWidth: 4}"
- Attempted to make ProfileTimer thread-safe (temp fix until std::chrono works properly in Visual Studio)

343 Diff Diff IonutCava picture IonutCava Thu 15 Jan, 2015 17:30:12 +0000

[Ionut]
- Refactored 2 singletons into static classes (Console and TerrainLoader)
- Changed some C-casts to static_casts
- Updated copyright notices

337 Diff Diff IonutCava picture IonutCava Wed 17 Dec, 2014 17:25:16 +0000

[Ionut]
- Replaced all tabs with 4 spaces (some spacing may be off now. no way to check all the files.)
- Moved implementation details for ParamHandler, BoundingBox, BoundingSphere and ProfileTimer to proper .inl and .cpp files. (more to follow)
- Update all forward declared enums with the required storage type (as requested by the C++11 standard)

322 Diff Diff IonutCava picture IonutCava Sat 06 Sep, 2014 20:33:47 +0000

[Ionut]
- Refactored most of Boost related code to be C++11 based
— Boost is only used for ThreadPool, Mutex handling, XML parsing and networking (ASIO)
— Function binds, threads, regex, NonCopyable base, Hashing algorithms and more are now using C++11 libraries
- Replaced all FOR_EACH calls with standard, range, “for” calls

321 Diff Diff IonutCava picture IonutCava Wed 03 Sep, 2014 22:05:15 +0000

[Ionut]
- Added support (and enabled by default) for the EASTL library (http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2271.html / https://github.com/paulhodge/EASTL)
— Strings, vectors and hash_maps can be combined from EASTL, STL and Boost (not all combinations work. e.g. EASTL strings with STL/Boost containers due to the lack of a proper hash function)

320 Diff Diff IonutCava picture IonutCava Sun 31 Aug, 2014 21:45:33 +0000

[Ionut]
- More AI work (entity captures flag and returns it to base)

318 Diff Diff IonutCava picture IonutCava Sat 30 Aug, 2014 17:35:53 +0000

[Ionut]
- Wrapped the entire code in a “Divide” namespace
- VertexBuffers now call “shrink_to_fit” on all internal data storage
- Improved some vector performance by preferring “emplace_back” instead of “push_back” + proepr usage of reserve / resize
- Wrapped OIS specific types and classes in Divide::Input namespace
- Added the messageBox.layout file (forgot it in the previous few commits)

316 Diff Diff IonutCava picture IonutCava Mon 25 Aug, 2014 22:04:03 +0000

[Ionut]
- Cleaned up AI classes
- Added basic Order <-> Goal system

312 Diff Diff IonutCava picture IonutCava Fri 22 Aug, 2014 22:46:19 +0000

[Ionut]
- Replaced AESOP with CPPGOAP (https://github.com/cpowell/cppgoap)
- Added a better interface to GOAP classes and objects via the AISceneImpl
- Actions, goals and orders basic infrastructure

311 IonutCava picture IonutCava Mon 18 Aug, 2014 21:40:52 +0000

[Ionut]
- Added a basic AESOP implementation
- Moved all AI related classes under the “AI” namespace