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#include <functional>
#include <iosfwd>
#include <list>
#include <string>
#include <vector>
#include "behavior.h"
#include "behavior_strategy.h"
#include "cata_catch.h"
#include "character_oracle.h"
#include "item.h"
#include "item_location.h"
#include "map.h"
#include "map_helpers.h"
#include "map_iterator.h"
#include "monattack.h"
#include "monster.h"
#include "monster_oracle.h"
#include "mtype.h"
#include "npc.h"
#include "player_helpers.h"
#include "point.h"
#include "type_id.h"
#include "weather.h"
static const itype_id itype_2x4( "2x4" );
static const itype_id itype_lighter( "lighter" );
static const itype_id itype_sandwich_cheese_grilled( "sandwich_cheese_grilled" );
static const itype_id itype_sweater( "sweater" );
static const itype_id itype_water( "water" );
static const string_id<behavior::node_t> behavior_node_t_npc_needs( "npc_needs" );
namespace behavior
{
class oracle_t;
static sequential_t default_sequential;
static fallback_t default_fallback;
static sequential_until_done_t default_until_done;
} // namespace behavior
static behavior::node_t make_test_node( const std::string &goal, const behavior::status_t *status )
{
behavior::node_t node;
if( !goal.empty() ) {
node.set_goal( goal );
}
node.add_predicate( [status]( const behavior::oracle_t *, const std::string_view ) {
return *status;
} );
return node;
}
TEST_CASE( "behavior_tree", "[behavior]" )
{
behavior::status_t cold_state = behavior::status_t::running;
behavior::status_t thirsty_state = behavior::status_t::running;
behavior::status_t hungry_state = behavior::status_t::running;
behavior::status_t clothes_state = behavior::status_t::running;
behavior::status_t fire_state = behavior::status_t::running;
behavior::status_t water_state = behavior::status_t::running;
behavior::status_t clean_water_state = behavior::status_t::running;
behavior::node_t clothes = make_test_node( "wear", &clothes_state );
behavior::node_t fire = make_test_node( "fire", &fire_state );
behavior::node_t cold = make_test_node( "", &cold_state );
cold.add_child( &clothes );
cold.add_child( &fire );
cold.set_strategy( &behavior::default_fallback );
behavior::node_t water = make_test_node( "get_water", &water_state );
behavior::node_t clean_water = make_test_node( "clean_water", &clean_water_state );
behavior::node_t thirst = make_test_node( "", &thirsty_state );
thirst.add_child( &water );
thirst.add_child( &clean_water );
thirst.set_strategy( &behavior::default_sequential );
behavior::node_t hunger = make_test_node( "get_food", &hungry_state );
behavior::node_t basic_needs;
basic_needs.set_strategy( &behavior::default_until_done );
basic_needs.add_child( &cold );
basic_needs.add_child( &thirst );
basic_needs.add_child( &hunger );
behavior::tree maslows;
maslows.add( &basic_needs );
// First and therefore highest priority goal.
CHECK( maslows.tick( nullptr ) == "wear" );
thirsty_state = behavior::status_t::success;
// Later states don't matter.
CHECK( maslows.tick( nullptr ) == "wear" );
hungry_state = behavior::status_t::success;
// This one either.
CHECK( maslows.tick( nullptr ) == "wear" );
cold_state = behavior::status_t::success;
thirsty_state = behavior::status_t::running;
// First need met, second branch followed.
CHECK( maslows.tick( nullptr ) == "get_water" );
cold_state = behavior::status_t::failure;
// First need failed, second branch followed.
CHECK( maslows.tick( nullptr ) == "get_water" );
water_state = behavior::status_t::success;
// Got water, proceed to next goal.
CHECK( maslows.tick( nullptr ) == "clean_water" );
clean_water_state = behavior::status_t::success;
hungry_state = behavior::status_t::running;
// Got clean water, proceed to food.
CHECK( maslows.tick( nullptr ) == "get_food" );
water_state = behavior::status_t::failure;
clean_water_state = behavior::status_t::running;
// Failed to get water, give up.
CHECK( maslows.tick( nullptr ) == "get_food" );
water_state = behavior::status_t::running;
CHECK( maslows.tick( nullptr ) == "get_water" );
cold_state = behavior::status_t::success;
thirsty_state = behavior::status_t::success;
hungry_state = behavior::status_t::running;
// Second need also met, third branch taken.
CHECK( maslows.tick( nullptr ) == "get_food" );
cold_state = behavior::status_t::success;
// Status_T::Failure also causes third branch to be taken.
CHECK( maslows.tick( nullptr ) == "get_food" );
thirsty_state = behavior::status_t::success;
// Status_T::Failure in second branch too.
CHECK( maslows.tick( nullptr ) == "get_food" );
thirsty_state = behavior::status_t::running;
cold_state = behavior::status_t::running;
// First need appears again and becomes highest priority again.
CHECK( maslows.tick( nullptr ) == "wear" );
clothes_state = behavior::status_t::failure;
// First alternative failed, attempting second.
CHECK( maslows.tick( nullptr ) == "fire" );
fire_state = behavior::status_t::failure;
// Both alternatives failed, check other needs.
CHECK( maslows.tick( nullptr ) == "get_water" );
clothes_state = behavior::status_t::success;
// Either status_t::failure or status_t::success meets requirements.
CHECK( maslows.tick( nullptr ) == "get_water" );
clothes_state = behavior::status_t::failure;
fire_state = behavior::status_t::success;
// Either order does it.
CHECK( maslows.tick( nullptr ) == "get_water" );
hungry_state = behavior::status_t::running;
// Still thirsty, so changes to hunger are irrelevant.
CHECK( maslows.tick( nullptr ) == "get_water" );
thirsty_state = behavior::status_t::success;
hungry_state = behavior::status_t::success;
// All needs met, so no goals remain.
CHECK( maslows.tick( nullptr ) == "idle" );
}
// Make assertions about loaded behaviors.
TEST_CASE( "check_npc_behavior_tree", "[npc][behavior]" )
{
clear_map();
calendar::turn = calendar::start_of_cataclysm;
behavior::tree npc_needs;
npc_needs.add( &behavior_node_t_npc_needs.obj() );
npc &test_npc = spawn_npc( { 50, 50 }, "test_talker" );
clear_character( test_npc );
behavior::character_oracle_t oracle( &test_npc );
CHECK( npc_needs.tick( &oracle ) == "idle" );
SECTION( "Freezing" ) {
weather_manager &weather = get_weather();
weather.temperature = units::from_fahrenheit( 0 );
weather.clear_temp_cache();
REQUIRE( units::to_fahrenheit( weather.get_temperature( test_npc.pos() ) ) == Approx( 0 ) );
test_npc.update_bodytemp();
REQUIRE( oracle.needs_warmth_badly( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "idle" );
test_npc.worn.wear_item( test_npc, item( "backpack" ), false, false );
item_location sweater = test_npc.i_add( item( itype_sweater ) );
CHECK( oracle.can_wear_warmer_clothes( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "wear_warmer_clothes" );
item sweater_copy = *sweater;
test_npc.wear_item( sweater_copy );
sweater.remove_item();
CHECK( npc_needs.tick( &oracle ) == "idle" );
test_npc.i_add( item( itype_lighter ) );
test_npc.i_add( item( itype_2x4 ) );
REQUIRE( oracle.can_make_fire( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "start_fire" );
}
SECTION( "Hungry" ) {
test_npc.set_hunger( 500 );
test_npc.set_stored_kcal( 1000 );
REQUIRE( oracle.needs_food_badly( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "idle" );
item_location food = test_npc.i_add( item( itype_sandwich_cheese_grilled ) );
REQUIRE( oracle.has_food( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "eat_food" );
food.remove_item();
CHECK( npc_needs.tick( &oracle ) == "idle" );
}
SECTION( "Thirsty" ) {
test_npc.set_thirst( 700 );
REQUIRE( oracle.needs_water_badly( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "idle" );
item_location water = test_npc.i_add( item( itype_water ) );
REQUIRE( oracle.has_water( "" ) == behavior::status_t::running );
CHECK( npc_needs.tick( &oracle ) == "drink_water" );
water.remove_item();
CHECK( npc_needs.tick( &oracle ) == "idle" );
}
}
TEST_CASE( "check_monster_behavior_tree_locust", "[monster][behavior]" )
{
const tripoint monster_location( 5, 5, 0 );
clear_map();
map &here = get_map();
monster &test_monster = spawn_test_monster( "mon_locust", monster_location );
behavior::monster_oracle_t oracle( &test_monster );
behavior::tree monster_goals;
monster_goals.add( test_monster.type->get_goals() );
for( const std::string &special_name : test_monster.type->special_attacks_names ) {
test_monster.reset_special( special_name );
}
CHECK( monster_goals.tick( &oracle ) == "idle" );
for( const tripoint &near_monster : here.points_in_radius( monster_location, 1 ) ) {
here.ter_set( near_monster, ter_id( "t_grass" ) );
here.furn_set( near_monster, furn_id( "f_null" ) );
}
SECTION( "Special Attack EAT_CROP" ) {
test_monster.set_special( "EAT_CROP", 0 );
CHECK( monster_goals.tick( &oracle ) == "idle" );
here.furn_set( monster_location, furn_id( "f_plant_seedling" ) );
CHECK( monster_goals.tick( &oracle ) == "EAT_CROP" );
test_monster.set_special( "EAT_CROP", 1 );
CHECK( monster_goals.tick( &oracle ) == "idle" );
}
}
TEST_CASE( "check_monster_behavior_tree_shoggoth", "[monster][behavior]" )
{
const tripoint monster_location( 5, 5, 0 );
clear_map();
map &here = get_map();
monster &test_monster = spawn_test_monster( "mon_shoggoth", monster_location );
behavior::monster_oracle_t oracle( &test_monster );
behavior::tree monster_goals;
monster_goals.add( test_monster.type->get_goals() );
for( const std::string &special_name : test_monster.type->special_attacks_names ) {
test_monster.reset_special( special_name );
}
CHECK( monster_goals.tick( &oracle ) == "idle" );
for( const tripoint &near_monster : here.points_in_radius( monster_location, 1 ) ) {
here.ter_set( near_monster, ter_id( "t_grass" ) );
here.furn_set( near_monster, furn_id( "f_null" ) );
}
SECTION( "Special Attack ABSORB_ITEMS" ) {
test_monster.set_special( "SPLIT", 0 );
test_monster.set_special( "ABSORB_ITEMS", 0 );
CHECK( monster_goals.tick( &oracle ) == "idle" );
here.add_item( test_monster.pos(), item( "frame" ) );
CHECK( monster_goals.tick( &oracle ) == "ABSORB_ITEMS" );
mattack::absorb_items( &test_monster );
// test that the frame is removed and no items remain
CHECK( here.i_at( test_monster.pos() ).empty() );
test_monster.set_special( "ABSORB_ITEMS", 0 );
// test that the monster is idle with no items around and not enough HP to split
CHECK( monster_goals.tick( &oracle ) == "idle" );
}
SECTION( "Special Attack SPLIT" ) {
test_monster.set_special( "SPLIT", 0 );
int new_hp = test_monster.type->hp * 2 + 2;
test_monster.set_hp( new_hp );
// also set proper conditions for ABSORB_ITEMS to make sure SPLIT takes priority
test_monster.set_special( "ABSORB_ITEMS", 0 );
here.add_item( test_monster.pos(), item( "frame" ) );
CHECK( monster_goals.tick( &oracle ) == "SPLIT" );
mattack::split( &test_monster );
// test that the monster returns to absorbing items after the split occurs
CHECK( monster_goals.tick( &oracle ) == "ABSORB_ITEMS" );
CHECK( test_monster.get_hp() < new_hp );
}
}
TEST_CASE( "check_monster_behavior_tree_theoretical_corpse_eater", "[monster][behavior]" )
{
const tripoint monster_location( 5, 5, 0 );
clear_map();
map &here = get_map();
monster &test_monster = spawn_test_monster( "mon_shoggoth_flesh_only", monster_location );
behavior::monster_oracle_t oracle( &test_monster );
behavior::tree monster_goals;
monster_goals.add( test_monster.type->get_goals() );
for( const std::string &special_name : test_monster.type->special_attacks_names ) {
test_monster.reset_special( special_name );
}
CHECK( monster_goals.tick( &oracle ) == "idle" );
for( const tripoint &near_monster : here.points_in_radius( monster_location, 1 ) ) {
here.ter_set( near_monster, ter_id( "t_grass" ) );
here.furn_set( near_monster, furn_id( "f_null" ) );
}
SECTION( "Special Attack ABSORB_ITEMS" ) {
test_monster.set_special( "SPLIT", 0 );
test_monster.set_special( "ABSORB_ITEMS", 0 );
CHECK( monster_goals.tick( &oracle ) == "idle" );
item corpse = item( "corpse" );
corpse.force_insert_item( item( "pencil" ), pocket_type::CONTAINER );
here.add_item( test_monster.pos(), corpse );
CHECK( monster_goals.tick( &oracle ) == "ABSORB_ITEMS" );
mattack::absorb_items( &test_monster );
// test that the pencil remains after the corpse is absorbed
CHECK( ( here.i_at( test_monster.pos() ).begin() )->display_name().rfind( "pencil" ) !=
std::string::npos );
CHECK( monster_goals.tick( &oracle ) == "idle" );
}
SECTION( "Special Attack SPLIT" ) {
test_monster.set_special( "SPLIT", 0 );
int new_hp = test_monster.type->hp * 2 + 2;
test_monster.set_hp( new_hp );
// also set proper conditions for ABSORB_ITEMS to make sure SPLIT takes priority
here.add_item( test_monster.pos(), item( "corpse" ) );
test_monster.set_special( "ABSORB_ITEMS", 0 );
CHECK( monster_goals.tick( &oracle ) == "SPLIT" );
mattack::split( &test_monster );
test_monster.set_special( "SPLIT", 1 );
// test that the monster is idle after split since it shouldn't absorb if split is on cooldown
CHECK( monster_goals.tick( &oracle ) == "idle" );
CHECK( test_monster.get_hp() < new_hp );
}
}
TEST_CASE( "check_monster_behavior_tree_theoretical_absorb", "[monster][behavior]" )
{
// tests a monster with the ABSORB_ITEMS ability but NOT the SPLIT ability
const tripoint monster_location( 5, 5, 0 );
clear_map();
map &here = get_map();
monster &test_monster = spawn_test_monster( "mon_shoggoth_absorb_only", monster_location );
behavior::monster_oracle_t oracle( &test_monster );
behavior::tree monster_goals;
monster_goals.add( test_monster.type->get_goals() );
for( const std::string &special_name : test_monster.type->special_attacks_names ) {
test_monster.reset_special( special_name );
}
CHECK( monster_goals.tick( &oracle ) == "idle" );
for( const tripoint &near_monster : here.points_in_radius( monster_location, 1 ) ) {
here.ter_set( near_monster, ter_id( "t_grass" ) );
here.furn_set( near_monster, furn_id( "f_null" ) );
}
SECTION( "Special Attack ABSORB_ITEMS" ) {
test_monster.set_special( "ABSORB_ITEMS", 0 );
CHECK( monster_goals.tick( &oracle ) == "idle" );
item corpse = item( "corpse" );
corpse.force_insert_item( item( "pencil" ), pocket_type::CONTAINER );
here.add_item( test_monster.pos(), corpse );
CHECK( monster_goals.tick( &oracle ) == "ABSORB_ITEMS" );
mattack::absorb_items( &test_monster );
// test that the pencil does not remain after the corpse is absorbed
// because this shoggoth absorbs all matter indiscriminately
CHECK( here.i_at( test_monster.pos() ).empty() );
CHECK( monster_goals.tick( &oracle ) == "idle" );
}
}
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