Ejemplo n.º 1
0
    public ReGoapNode(IGoapPlanner planner, ReGoapState newGoal, ReGoapNode parent, IReGoapAction action)
    {
        this.planner = planner;
        this.parent  = parent;
        this.action  = action;
        if (action != null)
        {
            actionSettings = action.GetSettings(planner.GetCurrentAgent(), goal);
        }

        if (this.parent != null)
        {
            state = this.parent.GetState();
            // g(node)
            g = parent.GetPathCost();
        }
        else
        {
            state = planner.GetCurrentAgent().GetMemory().GetWorldState();
        }

        var nextAction = parent == null ? null : parent.action;

        if (action != null)
        {
            // backward search does NOT support negative preconditions
            // since in backward search we relax the problem all preconditions are valid but are added to the current goal
            var preconditions = action.GetPreconditions(newGoal, nextAction);
            goal = newGoal + preconditions;

            var effects = action.GetEffects(newGoal, nextAction);
            state += effects;
            g     += action.GetCost(newGoal, nextAction);

            // removing current action effects from goal, no need to do with to the whole state
            //  since the state is the sum of all the previous actions's effects.
            var missingState = new ReGoapState();
            goal.MissingDifference(effects, ref missingState);
            goal = missingState;

            // this is needed every step to make sure that any precondition is not already satisfied
            //  by the world state
            var worldMissingState = new ReGoapState();
            goal.MissingDifference(planner.GetCurrentAgent().GetMemory().GetWorldState(), ref worldMissingState);
            goal = worldMissingState;
        }
        else
        {
            var diff = new ReGoapState();
            newGoal.MissingDifference(state, ref diff);
            goal = diff;
        }
        h = goal.Count;
        // f(node) = g(node) + h(node)
        cost = g + h * heuristicMultiplier;
    }
Ejemplo n.º 2
0
        private void Init(IGoapPlanner <T, W> planner, ReGoapState <T, W> newGoal, ReGoapNode <T, W> parent, IReGoapAction <T, W> action)
        {
            expandList.Clear();

            this.planner = planner;
            this.parent  = parent;
            this.action  = action;
            if (action != null)
            {
                actionSettings = action.GetSettings(planner.GetCurrentAgent(), newGoal);
            }

            if (parent != null)
            {
                state = parent.GetState().Clone();
                // g(node)
                g = parent.GetPathCost();
            }
            else
            {
                state = planner.GetCurrentAgent().GetMemory().GetWorldState().Clone();
            }

            var nextAction = parent == null ? null : parent.action;

            if (action != null)
            {
                // since in backward search we relax the problem all preconditions are valid but are added to the current goal
                var preconditions = action.GetPreconditions(newGoal, nextAction);
                goal = newGoal + preconditions;

                var effects = action.GetEffects(newGoal, nextAction);
                state.AddFromState(effects);
                g += action.GetCost(newGoal, nextAction);

                // removing current action effects from goal, no need to do with to the whole state
                //  since the state is the sum of all the previous actions's effects.
                goal.ReplaceWithMissingDifference(effects);

                // this is needed every step to make sure that any precondition is not already satisfied
                //  by the world state
                goal.ReplaceWithMissingDifference(planner.GetCurrentAgent().GetMemory().GetWorldState());
            }
            else
            {
                var diff = ReGoapState <T, W> .Instantiate();

                newGoal.MissingDifference(state, ref diff);
                goal = diff;
            }
            h = goal.Count;
            // f(node) = g(node) + h(node)
            cost = g + h * heuristicMultiplier;
        }
Ejemplo n.º 3
0
        private void Init(IGoapPlanner <T, W> planner, ReGoapState <T, W> newGoal, ReGoapNode <T, W> parent, IReGoapAction <T, W> action)
        {
            expandList.Clear();

            this.planner = planner;
            this.parent  = parent;
            this.action  = action;
            if (action != null)
            {
                actionSettings = action.GetSettings(planner.GetCurrentAgent(), newGoal);
            }

            if (parent != null)
            {
                state = parent.GetState().Clone();
                // g(node)
                g = parent.GetPathCost();
            }
            else
            {
                state = planner.GetCurrentAgent().GetMemory().GetWorldState().Clone();
            }

            var nextAction = parent == null ? null : parent.action;

            if (action != null)
            {
                // create a new instance of the goal based on the paren't goal
                goal = ReGoapState <T, W> .Instantiate(newGoal);

                var preconditions = action.GetPreconditions(goal, nextAction);
                var effects       = action.GetEffects(goal, nextAction);
                // adding the action's effects to the current node's state
                state.AddFromState(effects);
                // addding the action's cost to the node's total cost
                g += action.GetCost(goal, nextAction);

                // add all preconditions of the current action to the goal
                goal.AddFromState(preconditions);
                // removes from goal all the conditions that are now fullfiled in the node's state
                goal.ReplaceWithMissingDifference(state);
            }
            else
            {
                var diff = ReGoapState <T, W> .Instantiate();

                newGoal.MissingDifference(state, ref diff);
                goal = diff;
            }
            h = goal.Count;
            // f(node) = g(node) + h(node)
            cost = g + h * heuristicMultiplier;
        }
Ejemplo n.º 4
0
        public List <INode <ReGoapState <T, W> > > Expand()
        {
            expandList.Clear();

            var agent   = planner.GetCurrentAgent();
            var actions = agent.GetActionsSet();

            for (var index = actions.Count - 1; index >= 0; index--)
            {
                var possibleAction = actions[index];
                possibleAction.Precalculations(agent, goal);
                var precond = possibleAction.GetPreconditions(goal, action);
                var effects = possibleAction.GetEffects(goal, action);
                if (possibleAction == action)
                {
                    continue;
                }
                if (effects.HasAny(goal) &&          // any effect is the current goal
                    !goal.HasAnyConflict(effects) && // no effect is conflicting with the goal
                    !goal.HasAnyConflict(precond) && // no precondition is conflicting with the goal
                    possibleAction.CheckProceduralCondition(agent, goal, parent != null ? parent.action : null))
                {
                    var newGoal = goal;
                    expandList.Add(Instantiate(planner, newGoal, this, possibleAction));
                }
            }
            return(expandList);
        }
Ejemplo n.º 5
0
        public List <INode <ReGoapState <T, W> > > Expand()
        {
            expandList.Clear();

            var agent   = planner.GetCurrentAgent();
            var actions = agent.GetActionsSet();

            for (var index = actions.Count - 1; index >= 0; index--)
            {
                var possibleAction = actions[index];
                possibleAction.Precalculations(agent, goal);
                var precond = possibleAction.GetPreconditions(goal, action);
                var effects = possibleAction.GetEffects(goal, action);

                if (effects.HasAnyGoodForGoal(state, goal) &&           // any effect is the current goal
                    !goal.HasAnyConflictPrecond(effects, precond) &&    // no precondition is conflicting with the goal (non-arithmetic)
                    !goal.HasAnyConflictEffect(effects) &&              //no effect is conflicting with goal (non-arithmetic)
                    !goal.IsNotHelpfulAtAll(effects, precond, state) && //(arithmetic)
                    possibleAction.CheckProceduralCondition(agent, goal, parent != null ? parent.action : null))
                {
                    var newGoal = goal;
                    var newNode = Instantiate(planner, newGoal, this, possibleAction);
                    expandList.Add(newNode);
                    Utilities.ReGoapLogger.Log(string.Format("   oooo Expanded node: action: {0}\n\t effect {1}\n\t precond {2}\n\t goal {3}", possibleAction.GetName(), effects, precond, newNode.GoalString));
                }
                else
                {
                    Utilities.ReGoapLogger.Log(string.Format("   xxxx Expanded node: action: {0}\n\t effect {1}\n\t precond {2}", possibleAction.GetName(), effects, precond));
                }
            }
            return(expandList);
        }
Ejemplo n.º 6
0
    public IEnumerator<ReGoapActionState> GetPossibleActionsEnumerator(){
#endif
        var agent = planner.GetCurrentAgent();
        var actions = agent.GetActionsSet();
        foreach (var possibleAction in actions)
        {
            foreach (var settings in possibleAction.MultiPrecalculations(agent, goal)) {
                var precond = possibleAction.GetPreconditions(goal, settings, action);
                var effects = possibleAction.GetEffects(goal, settings, action);
                if (effects.DoesFullfillGoal(goal) && // any effect is the current goal
                    !goal.HasConflict(precond, effects) &&
                    possibleAction.CheckProceduralCondition(agent, settings, goal, parent != null ? parent.action : null))
                {
    #if DEBUG
                    yield return new ReGoapActionState(possibleAction, settings) { preconditions = precond, effects = effects };
    #else
                    yield return new ReGoapActionState( possibleAction, settings );
    #endif
                }
    #if DEBUG
                else if (includeInvalidAction)
                {
                    if (!effects.DoesFullfillGoal(goal))
                        yield return new ReGoapActionState(possibleAction, settings) { isValid = false, reason = ReGoapActionState.InvalidReason.EFFECTS_DONT_HELP, preconditions = precond, effects = effects };
                    else if (goal.HasConflict(precond, effects))
                        yield return new ReGoapActionState(possibleAction, settings) { isValid = false, reason = ReGoapActionState.InvalidReason.CONFLICT, preconditions = precond, effects = effects };
                    else if (!possibleAction.CheckProceduralCondition(agent, settings, goal, parent != null ? parent.action : null))
                        yield return new ReGoapActionState(possibleAction, settings) { isValid = false, reason = ReGoapActionState.InvalidReason.PROCEDURAL_CONDITION, preconditions = precond, effects = effects };
                }
            }
#endif
        }
    }
Ejemplo n.º 7
0
    public BGoapNode(IGoapPlanner planner, BGoapState parentGoal, BGoapNode parent, ReGoapActionState actionState)
    {
        this.planner = planner;
        this.parent = parent;
        if(actionState != null) {
            this.action = actionState.Action;
            this.actionSettings = actionState.Settings;
        }

        if (this.parent != null){
            g = parent.GetPathCost();
        }

        var nextAction = parent == null ? null : parent.action;
        if(action != null) {

            //first step - subtract effects of action
            var effects = action.GetEffects( parentGoal, actionSettings, nextAction );
            try {
                goal = parentGoal.Difference( effects, false ); //dont use defaults here, only subtract what really is in the effect
            } catch(ArgumentException e) {
                Debug.Log( e );
            }
            //then add preconditions to the current goal state
            var preconditions = action.GetPreconditions( parentGoal, actionSettings, nextAction );
            goal = goal.Union( preconditions );
            
            g += action.GetCost( parentGoal, actionSettings, nextAction );

        } else goal = parentGoal;
        h = goal.Distance( planner.GetCurrentAgent().GetMemory().GetWorldState() );
        // f(node) = g(node) + h(node)
        cost = g + h * heuristicMultiplier;
    }
Ejemplo n.º 8
0
 protected virtual void FixedUpdate()
 {
     if ((planner != null) && !planner.IsPlanning() && Time.time > warnCooldown)
     {
         warnCooldown = Time.time + WarnDelay;
         // check if this goal is not active but CAN be activated
         if (((ReGoapGoal <T, W>)planner.GetCurrentGoal() != this) && IsGoalPossible())
         {
             planner.GetCurrentAgent().WarnPossibleGoal(this);
         }
         // if this goal is active but isn't anymore possible
         if (((ReGoapGoal <T, W>)planner.GetCurrentGoal() == this) && !IsGoalPossible())
         {
             planner.GetCurrentAgent().WarnPossibleGoal(this);
         }
     }
 }
Ejemplo n.º 9
0
        public List <INode <ReGoapState <T, W> > > Expand()
        {
            expandList.Clear();

            var agent   = planner.GetCurrentAgent();
            var actions = agent.GetActionsSet();

            GoapActionStackData <T, W> stackData;

            stackData.currentState = state;
            stackData.goalState    = goal;
            stackData.next         = action;
            stackData.agent        = agent;
            stackData.settings     = null;
            for (var index = actions.Count - 1; index >= 0; index--)
            {
                var possibleAction = actions[index];

                possibleAction.Precalculations(stackData);
                var settingsList = possibleAction.GetSettings(stackData);
                foreach (var settings in settingsList)
                {
                    stackData.settings = settings;
                    var precond = possibleAction.GetPreconditions(stackData);
                    var effects = possibleAction.GetEffects(stackData);

                    if (effects.HasAny(goal) &&                   // any effect is the current goal
                        !goal.HasAnyConflict(effects, precond) && // no precondition is conflicting with the goal or has conflict but the effects fulfils the goal
                        !goal.HasAnyConflict(effects) &&          // no effect is conflicting with the goal
                        possibleAction.CheckProceduralCondition(stackData))
                    {
                        var newGoal = goal;
                        expandList.Add(Instantiate(planner, newGoal, this, possibleAction, settings));
                    }
                }
            }
            return(expandList);
        }
Ejemplo n.º 10
0
    public IEnumerator <IReGoapAction> GetPossibleActionsEnumerator()
    {
        var agent   = planner.GetCurrentAgent();
        var actions = agent.GetActionsSet();

        for (var index = 0; index < actions.Count; index++)
        {
            var possibleAction = actions[index];
            possibleAction.Precalculations(agent, goal);
            var precond = possibleAction.GetPreconditions(goal, action);
            var effects = possibleAction.GetEffects(goal, action);
            if (possibleAction == action)
            {
                continue;
            }
            if (effects.HasAny(goal) &&          // any effect is the current goal
                !goal.HasAnyConflict(effects) && // no effect is conflicting with the goal
                !goal.HasAnyConflict(precond) && // no precondition is conflicting with the goal
                possibleAction.CheckProceduralCondition(agent, goal, parent != null ? parent.action : null))
            {
                yield return(possibleAction);
            }
        }
    }
Ejemplo n.º 11
0
        private void Init(IGoapPlanner <T, W> planner, ReGoapState <T, W> newGoal, ReGoapNode <T, W> parent, IReGoapAction <T, W> action)
        {
            expandList.Clear();
            tmpKeys.Clear();

            this.planner = planner;
            this.parent  = parent;
            this.action  = action;
            if (action != null)
            {
                actionSettings = action.GetSettings(planner.GetCurrentAgent(), newGoal);
            }

            if (parent != null)
            {
                state = parent.GetState().Clone();
                // g(node)
                g = parent.GetPathCost();
            }
            else
            {
                state = planner.GetCurrentAgent().GetMemory().GetWorldState().Clone();
            }

            var nextAction = parent == null ? null : parent.action;

            if (action != null)
            {
                // create a new instance of the goal based on the paren't goal
                goal = ReGoapState <T, W> .Instantiate();

                var tmpGoal = ReGoapState <T, W> .Instantiate(newGoal);

                var preconditions = action.GetPreconditions(tmpGoal, nextAction);
                var effects       = action.GetEffects(tmpGoal, nextAction);
                // adding the action's effects to the current node's state
                state.AddFromState(effects);
                // addding the action's cost to the node's total cost
                g += action.GetCost(tmpGoal, nextAction);

                //// add all preconditions of the current action to the goal
                //tmpGoal.AddFromState(preconditions);
                //// removes from goal all the conditions that are now fulfilled in the node's state
                //tmpGoal.ReplaceWithMissingDifference(state);
                ////goal.ReplaceWithMissingDifference(effects);

                // collect all keys from goal & precondition, unique-ed
                foreach (var pr in tmpGoal.GetValues())
                {
                    var k = pr.Key;
                    if (!tmpKeys.Contains(k))
                    {
                        tmpKeys.Add(k);
                    }
                }
                foreach (var pr in preconditions.GetValues())
                {
                    var k = pr.Key;
                    if (!tmpKeys.Contains(k))
                    {
                        tmpKeys.Add(k);
                    }
                }

                // process each keys
                foreach (var k in tmpKeys)
                {
                    StructValue goalValue, effectValue, precondValue, stateValue, protoValue;
                    tmpGoal.GetValues().TryGetValue(k, out goalValue);
                    effects.GetValues().TryGetValue(k, out effectValue);
                    preconditions.GetValues().TryGetValue(k, out precondValue);
                    state.GetValues().TryGetValue(k, out stateValue);

                    StructValue.EValueType valueType;
                    _GetValueType(ref goalValue, ref effectValue, ref precondValue, ref stateValue, out valueType, out protoValue);
                    if (valueType == StructValue.EValueType.Arithmetic)
                    {
                        //_EnsureArithStructValueInited(ref goalValue, ref protoValue);
                        _EnsureArithStructValueInited(ref effectValue, ref protoValue);
                        _EnsureArithStructValueInited(ref precondValue, ref protoValue);
                        _EnsureArithStructValueInited(ref stateValue, ref protoValue);
                        if (!goalValue.Inited)
                        {
                            goalValue = StructValue.CopyCreate(ref stateValue, -(Convert.ToSingle(stateValue.v) - Convert.ToSingle(effectValue.v)));
                        }

                        float fGoal    = Convert.ToSingle(goalValue.v);
                        float fEffect  = Convert.ToSingle(effectValue.v);
                        float fPrecond = Convert.ToSingle(precondValue.v);
                        float fState   = Convert.ToSingle(stateValue.v);

                        float finalV = Math.Max(
                            fGoal - fEffect,
                            Math.Min(fPrecond, fPrecond - fState)
                            );

                        var sv = StructValue.CopyCreate(ref protoValue, finalV);

                        goal.SetStructValue(k, sv);
                    }
                    else if (valueType == StructValue.EValueType.Other)
                    {
                        //ReplaceWithMissingDifference
                        if (stateValue.Inited && goalValue.Inited && goalValue.IsFulfilledBy(stateValue))
                        {
                            goalValue.Invalidate();
                        }

                        // AddFromPrecond
                        // 1. if the precond is satisfied by the memory start state, then discard
                        // 2. else this newly added goal from precond, should not be removed due to fulfilled by curStateValue
                        if (precondValue.Inited)
                        {
                            bool        preCondfulfilledByMem = false;
                            var         startMemoryState      = planner.GetCurrentAgent().GetMemory().GetWorldState();
                            StructValue startMemoryValue;
                            if (startMemoryState.GetValues().TryGetValue(k, out startMemoryValue))
                            {
                                if (startMemoryValue.Inited && precondValue.IsFulfilledBy(startMemoryValue))
                                {
                                    preCondfulfilledByMem = true;
                                }
                            }

                            if (!preCondfulfilledByMem)
                            {
                                if (goalValue.Inited)
                                {
                                    goalValue = goalValue.MergeWith(precondValue);
                                }
                                else
                                {
                                    goalValue = precondValue;
                                }
                            }
                        }

                        if (goalValue.Inited)
                        {
                            goal.SetStructValue(k, goalValue);
                        }
                    }
                    else
                    {
                        UnityEngine.Debug.LogError("Unexpected StructValue type: " + valueType);
                    }
                }// foreach (var k in tmpKeys)

                tmpGoal.Recycle();
            }
            else
            {
                var diff = ReGoapState <T, W> .Instantiate();

                newGoal.MissingDifference(state, ref diff);
                goal = diff;
            }

            h = _CalculateH();

            // f(node) = g(node) + h(node)
            cost = g + h * planner.GetSettings().HeuristicMultiplier;
        }
Ejemplo n.º 12
0
        private void Init(IGoapPlanner <T, W> planner, ReGoapState <T, W> newGoal, ReGoapNode <T, W> parent, IReGoapAction <T, W> action, ReGoapState <T, W> settings)
        {
            expandList.Clear();

            this.planner = planner;
            this.parent  = parent;
            this.action  = action;
            if (settings != null)
            {
                this.actionSettings = settings.Clone();
            }

            if (parent != null)
            {
                state = parent.GetState().Clone();
                // g(node)
                g = parent.GetPathCost();
            }
            else
            {
                state = planner.GetCurrentAgent().GetMemory().GetWorldState().Clone();
            }

            var nextAction = parent == null ? null : parent.action;

            if (action != null)
            {
                // create a new instance of the goal based on the paren't goal
                goal = ReGoapState <T, W> .Instantiate(newGoal);

                GoapActionStackData <T, W> stackData;
                stackData.currentState = state;
                stackData.goalState    = goal;
                stackData.next         = action;
                stackData.agent        = planner.GetCurrentAgent();
                stackData.settings     = actionSettings;

                var preconditions = action.GetPreconditions(stackData);
                var effects       = action.GetEffects(stackData);
                // addding the action's cost to the node's total cost
                g += action.GetCost(stackData);

                // adding the action's effects to the current node's state
                state.AddFromState(effects);

                // removes from goal all the conditions that are now fullfiled in the action's effects
                goal.ReplaceWithMissingDifference(effects);
                // add all preconditions of the current action to the goal
                goal.AddFromState(preconditions);
            }
            else
            {
                goal = newGoal;
            }
            h = goal.Count;
            // f(node) = g(node) + h(node)
            cost = g + h * heuristicMultiplier;

            // additionally calculate the goal without any world effect to understand if we are done
            var diff = ReGoapState <T, W> .Instantiate();

            goal.MissingDifference(planner.GetCurrentAgent().GetMemory().GetWorldState(), ref diff);
            goalMergedWithWorld = diff;
        }