Merge pull request 'develop' (#61) from develop into master

Reviewed-on: #61
This commit is contained in:
Chris Cromer 2023-02-26 21:49:11 -03:00
commit 354a3c6946
27 changed files with 1833 additions and 37 deletions

9
SConstruct Normal file → Executable file
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@ -37,6 +37,9 @@ godot_headers_path = "godot-cpp/godot-headers/"
cpp_bindings_path = "godot-cpp/"
cpp_library = "libgodot-cpp"
obelisk_bindings_path = "obelisk/"
obelisk_library = "libobelisk"
# Updates the environment with the option variables.
opts.Update(env)
@ -112,9 +115,9 @@ else:
cpp_library += '.' + str(env['bits'])
# make sure our binding library is properly includes
env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library])
env.Append(CPPPATH=['.', obelisk_bindings_path + 'include/', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
env.Append(LIBPATH=[cpp_bindings_path + 'bin/', obelisk_bindings_path + 'bin/'])
env.Append(LIBS=[cpp_library, obelisk_library])
# tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPPATH=['src/'])

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@ -1,14 +1,14 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://Main.gdns" type="Script" id=1]
[ext_resource path="res://levels/PrototypeR.tscn" type="PackedScene" id=2]
[ext_resource path="res://levels/TestLevel.tscn" type="PackedScene" id=2]
[ext_resource path="res://gui/GameOver.tscn" type="PackedScene" id=3]
[ext_resource path="res://gui/GameWon.tscn" type="PackedScene" id=4]
[node name="Main" type="Node"]
pause_mode = 2
script = ExtResource( 1 )
game_version = "1.1.0"
game_version = "1.0.0"
level = ExtResource( 2 )
[node name="Level" type="Node" parent="."]

BIN
godot/alai.kb Normal file

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@ -9,35 +9,36 @@ export var gravity = 9.8
func _ready() -> void:
if direction == 1:
$AnimatedSprite.flip_h = true
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
$FloorChecker.enabled = detect_edges
Event.connect("level_loaded", self, "_on_level_loaded")
if direction == 1:
$AnimatedSprite.flip_h = true
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
$FloorChecker.enabled = detect_edges
Event.connect("level_loaded", self, "_on_level_loaded")
func _physics_process(_delta: float) -> void:
if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
direction *= -1
$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
velocity.y += gravity
velocity.x = speed * direction
velocity = move_and_slide(velocity, Vector2.UP)
velocity.y += gravity
velocity.x = speed * direction
velocity = move_and_slide(velocity, Vector2.UP)
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision.collider.name == "Player":
Event.emit_signal("player_touched", 3)
for i in get_slide_count():
var collision = get_slide_collision(i)
if collision.collider.name == "Player":
Event.emit_signal("player_touched", 3)
Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
Event.emit_signal("report_object", self.get_name(), "Walking", global_position, velocity)
func squash() -> void:
Event.emit_signal("object_removed", self.get_name())
queue_free()
Event.emit_signal("object_removed", self.get_name())
queue_free()
func _on_level_loaded() -> void:
Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))

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@ -0,0 +1,8 @@
[gd_resource type="NativeScript" load_steps=2 format=2]
[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
[resource]
resource_name = "AI"
class_name = "AI"
library = ExtResource( 1 )

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=10 format=2]
[gd_scene load_steps=11 format=2]
[ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1]
[ext_resource path="res://characters/player/states/Idle.gdns" type="Script" id=2]
@ -8,6 +8,7 @@
[ext_resource path="res://characters/player/states/Jump.gdns" type="Script" id=6]
[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
[ext_resource path="res://assets/sounds/jump.wav" type="AudioStream" id=8]
[ext_resource path="res://characters/player/AI.gdns" type="Script" id=9]
[sub_resource type="RectangleShape2D" id=1]
extents = Vector2( 7, 12 )
@ -16,6 +17,9 @@ extents = Vector2( 7, 12 )
collision_mask = 10
script = ExtResource( 5 )
[node name="AI" type="Node" parent="."]
script = ExtResource( 9 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = ExtResource( 1 )
animation = "idle"

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@ -0,0 +1,5 @@
extends Area2D
func _process(_delta: float) -> void:
Event.emit_signal("report_object", self.get_name(), "not collected", global_position, Vector2())

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@ -1,10 +1,11 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=12 format=2]
[ext_resource path="res://assets/coin.png" type="Texture" id=1]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=2]
[ext_resource path="res://collectables/coin/states/CoinNotCollected.gdns" type="Script" id=3]
[ext_resource path="res://collectables/coin/states/CoinCollected.gdns" type="Script" id=4]
[ext_resource path="res://assets/sounds/coin.wav" type="AudioStream" id=5]
[ext_resource path="res://collectables/coin/Coin.gd" type="Script" id=6]
[sub_resource type="CircleShape2D" id=1]
radius = 6.0
@ -43,6 +44,7 @@ tracks/0/keys = {
[node name="Coin" type="Area2D"]
collision_layer = 4
script = ExtResource( 6 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 9, 9 )
@ -51,7 +53,6 @@ shape = SubResource( 1 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
frames = SubResource( 4 )
animation = "spin"
frame = 1
playing = true
centered = false

5
godot/goal/Goal.gd Normal file
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@ -0,0 +1,5 @@
extends Area2D
func _process(_delta: float) -> void:
Event.emit_signal("report_object", self.get_name(), "not touched", global_position, Vector2())

View File

@ -1,9 +1,10 @@
[gd_scene load_steps=9 format=2]
[gd_scene load_steps=10 format=2]
[ext_resource path="res://assets/flag.png" type="Texture" id=1]
[ext_resource path="res://goal/GoalNotReached.gdns" type="Script" id=2]
[ext_resource path="res://goal/GoalReached.gdns" type="Script" id=3]
[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=4]
[ext_resource path="res://goal/Goal.gd" type="Script" id=5]
[sub_resource type="RectangleShape2D" id=5]
extents = Vector2( 10, 18 )
@ -25,15 +26,13 @@ animations = [ {
} ]
[node name="Goal" type="Area2D"]
position = Vector2( 324, 378 )
collision_layer = 32
script = ExtResource( 5 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2( 18, 18 )
shape = SubResource( 5 )
[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
position = Vector2( 18, 18 )
frames = SubResource( 8 )
animation = "flagmove"
playing = true

112
godot/levels/TestLevel.tmx Normal file
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@ -0,0 +1,112 @@
<?xml version="1.0" encoding="UTF-8"?>
<map version="1.8" tiledversion="1.8.0" orientation="orthogonal" renderorder="right-down" width="39" height="32" tilewidth="18" tileheight="18" infinite="0" nextlayerid="5" nextobjectid="1">
<tileset firstgid="1" source="../tilesets/tiles.tsx"/>
<layer id="4" name="Background" width="39" height="32">
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#ifndef OBELISK_KNOWLEDGE_BASE_H
#define OBELISK_KNOWLEDGE_BASE_H
#include "models/action.h"
#include "models/entity.h"
#include "models/fact.h"
#include "models/rule.h"
#include "models/suggest_action.h"
#include "models/verb.h"
#include <sqlite3.h>
#include <functional>
#include <iostream>
#include <memory>
#include <string>
namespace obelisk
{
/**
* @brief The KnowledgeBase class represents a collection of facts, rules,
* actions, and related language connectors.
*
*/
class KnowledgeBase
{
private:
/**
* @brief The filename of the opened KnowledgeBase.
*
*/
const char* filename_;
/**
* @brief The SQLite connection handle.
*
*/
sqlite3* dbConnection_ = nullptr;
/**
* @brief The user passed flags to use when opening the database.
*
*/
int flags_;
/**
* @brief Enable foreign key functionality in the open database.
*
* This must always be done when the connection is opened or it will
* not enforce the foreign key constraints.
*/
void enableForeignKeys();
/**
* @brief Create the tables in the database.
*
* @param[in] function This function is called to create the table.
*/
void createTable(std::function<const char*()> function);
public:
/**
* @brief Construct a new KnowledgeBase object.
*
* @param[in] filename The name of the file to save the knowledge
* base as.
* @param[in] flags The flags to open the KnowledgeBase with.
*/
KnowledgeBase(const char* filename, int flags);
/**
* @brief Construct a new KnowledgeBase object.
*
* @param[in] filename The name of the file to save the knowledge
* base as.
*/
KnowledgeBase(const char* filename) :
KnowledgeBase(filename,
SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE)
{
}
/**
* @brief Destroy the KnowledgeBase object.
*
* This will close the opened KnowledgeBase before destroying it.
*/
~KnowledgeBase();
/**
* @brief Add entities to the KnowledgeBase.
*
* @param[in,out] entities The entities to add. If the insert is
* successful it will have a row ID, if not the ID will be 0.
*/
void addEntities(std::vector<obelisk::Entity>& entities);
/**
* @brief Add verbs to the KnowledgeBase.
*
* @param[in,out] verbs The verbs to add. If the insert is
* successful it will have a row ID, if not the ID will be 0.
*/
void addVerbs(std::vector<obelisk::Verb>& verbs);
/**
* @brief Add actions to the KnowledgeBase.
*
* @param[in,out] actions The actions to add. If the insert is
* successful it will have a row ID, if nto the ID will be 0.
*/
void addActions(std::vector<obelisk::Action>& actions);
/**
* @brief Add facts to the KnowledgeBase.
*
* @param[in,out] facts The facts to add. If the insert is
* successful it will have a row ID, if not the ID will be 0.
*/
void addFacts(std::vector<obelisk::Fact>& facts);
/**
* @brief Add suggested actions to the KnowledgeBase.
*
* @param[in,out] suggestActions The suggested actions to add. If
* the insert is successful it will have a row ID, if not the ID
* will be 0.
*/
void addSuggestActions(
std::vector<obelisk::SuggestAction>& suggestActions);
/**
* @brief Add rules to the KnowledgeBase.
*
* @param[in,out] rules The rules to add. If the insert is
* successful it will have a row ID, if not the ID will be 0.
*/
void addRules(std::vector<obelisk::Rule>& rules);
/**
* @brief Get an Entity object based on the ID it contains.
*
* @param[in,out] entity The Entity object should contain just the
* ID and the rest will be filled in.
*/
void getEntity(obelisk::Entity& entity);
/**
* @brief Get a Verb object based on the ID it contains.
*
* @param[in,out] verb The Verb object should contain just the ID
* and the rest will be filled in.
*/
void getVerb(obelisk::Verb& verb);
/**
* @brief Get an Action based on the ID it contains.
*
* @param[in] action The Action object should contain just the ID
* and the rest will be filled in.
*/
void getAction(obelisk::Action& action);
/**
* @brief Get a Fact object based on the ID it contains.
*
* @param[in,out] fact The Fact object should contain just the ID
* and the rest will be filled in.
*/
void getFact(obelisk::Fact& fact);
/**
* @brief Get a SuggestAction based on the ID it contains.
*
* @param[in,out] suggestAction The SuggestAction object should
* contain just the ID and the rest will be filled in.
*/
void getSuggestAction(obelisk::SuggestAction& suggestAction);
/**
* @brief Get a Rule based on the ID it contains.
*
* @param[in,out] rule The Rule object should contain just the ID
* and the rest will be filled in.
*/
void getRule(obelisk::Rule& rule);
/**
* @brief Check if a rule looks for this Fact, if so update its
* truth.
*
* @param[in,out] fact The Fact to check for existing rules.
*/
void checkRule(obelisk::Fact& fact);
/**
* @brief Update the is true field in the KnowledgeBase.
*
* @param[in,out] fact The fact to update.
*/
void updateIsTrue(obelisk::Fact& fact);
/**
* @brief Query the KnowledgeBase to see if a Fact is true or false.
*
* @param[in] fact The Fact to check.
*/
void queryFact(obelisk::Fact& fact);
/**
* @brief Query the KnowledgeBase to get a suggested action based
* on a Fact.
* If a SuggestAction doesn't exist, it will return an empty Action.
*
* @param[in] fact The Fact to search for.
* @param[out] action The Action that is suggested to take.
*/
void querySuggestAction(obelisk::Fact& fact,
obelisk::Action& action);
/**
* @brief Take a float and divide it into 2 floats.
*
* This is useful to store doubles in SQLite since SQLite doesn't
* have a double type. Instead just store the 2 floats in the
* database. Then after selecting them combine them.
*
* @param[out] result1 The first float generated from the double.
* @param[out] result2 The second float generated from the double.
* @param[in] var The double to split into the 2 floats.
*/
void getFloat(float& result1, float& result2, double var);
/**
* @brief Combines 2 separated floats back into a double.
*
* This will recombine the separated floats from the getFloat
* method.
*
* @param[out] result The double generated from the combined floats.
* @param[in] var1 The first float to combine.
* @param[in] var2 The second float to combine.
*/
void getDouble(double& result, float var1, float var2);
};
/**
* @brief Exception thrown by the KnowledgeBase.
*
*/
class KnowledgeBaseException : public std::exception
{
private:
/**
* @brief The error message given.
*
*/
const std::string errorMessage_;
public:
/**
* @brief Construct a new KnowledgeBaseException object.
*
*/
KnowledgeBaseException() :
errorMessage_("an unknown error ocurred")
{
}
/**
* @brief Construct a new KnowledgeBaseException object.
*
* @param[in] errorMessage The error message given when thrown.
*/
KnowledgeBaseException(const std::string& errorMessage) :
errorMessage_(errorMessage)
{
}
/**
* @brief Get the error message that occurred.
*
* @return const char* Returns the error message.
*/
const char* what() const noexcept
{
return errorMessage_.c_str();
}
};
} // namespace obelisk
#endif

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#ifndef OBELISK_MODELS_ACTION_H
#define OBELISK_MODELS_ACTION_H
#include <sqlite3.h>
#include <string>
namespace obelisk
{
/**
* @brief The Action model represents an action to take when a fact is true
* or false.
*
*/
class Action
{
private:
/**
* @brief The ID of the Action in the KnowledgeBase.
*
*/
int id_;
/**
* @brief The name of the Action.
*
*/
std::string name_;
public:
/**
* @brief Construct a new Action object.
*
*/
Action() :
id_(0),
name_("")
{
}
/**
* @brief Construct a new Action object.
*
* @param[in] id The ID of the Action.
*/
Action(int id) :
id_(id),
name_("")
{
}
/**
* @brief Construct a new Action object.
*
* @param[in] name The name of the Action.
*/
Action(std::string name) :
id_(0),
name_(name)
{
}
/**
* @brief Construct a new Action object.
*
* @param[in] id The ID of the Action.
* @param[in] name The name of the Action.
*/
Action(int id, std::string name) :
id_(id),
name_(name)
{
}
/**
* @brief Create the Action table in the KnowledgeBase.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the Action.
*
* @return int& Returns the ID.
*/
int& getId();
/**
* @brief Set the ID of the Action.
*
* @param[in] id Set the ID of the Action.
*/
void setId(int id);
/**
* @brief Get the name of the Action.
*
* @return std::string& The Action name.
*/
std::string& getName();
/**
* @brief Set the name of the Action.
*
* @param[in] name The name of the Action.
*/
void setName(std::string name);
/**
* @brief Select an Action from the datbase based on the object
* name.
*
* @param[in] dbConnection The database connection to use.
*/
void selectByName(sqlite3* dbConnection);
/**
* @brief Insert an Action into the KnowledgeBase based on the
* object's fields.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

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#ifndef OBELISK_MODELS_ENTITY_H
#define OBELISK_MODELS_ENTITY_H
#include <sqlite3.h>
#include <string>
namespace obelisk
{
/**
* @brief The Entity model represents either a left or right side entity,
* typically used in facts and rules.
*
*/
class Entity
{
private:
/**
* @brief The ID of the Entity in the KnowledgeBase.
*
*/
int id_;
/**
* @brief The name of the Entity.
*
*/
std::string name_;
public:
/**
* @brief Construct a new Entity object.
*
*/
Entity() :
id_(0),
name_("")
{
}
/**
* @brief Construct a new Entity object.
*
* @param[in] id The ID of the Entity.
*/
Entity(int id) :
id_(id),
name_("")
{
}
/**
* @brief Construct a new Entity object.
*
* @param[in] name The name of the Entity.
*/
Entity(std::string name) :
id_(0),
name_(name)
{
}
/**
* @brief Construct a new Entity object.
*
* @param[in] id The ID of the Entity.
* @param[in] name The name of the Entity.
*/
Entity(int id, std::string name) :
id_(id),
name_(name)
{
}
/**
* @brief Create the table in the KnowledgeBase.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the Entity.
*
* @return int& Returns the ID.
*/
int& getId();
/**
* @brief Set the ID of the Entity.
*
* @param[in] id The ID of the Entity.
*/
void setId(int id);
/**
* @brief Get the name of the Entity.
*
* @return std::string& The name of the Entity.
*/
std::string& getName();
/**
* @brief Set the name of the Entity.
*
* @param[in] name The name of the Entity.
*/
void setName(std::string name);
/**
* @brief Select an Entity from the KnowledgeBase based on the
* object's name.
*
* @param[in] dbConnection The database connection to use.
*/
void selectByName(sqlite3* dbConnection);
/**
* @brief Insert an Entity into the KnowledgeBase based on the
* object's fields.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

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#ifndef OBELISK_MODELS_FACT_H
#define OBELISK_MODELS_FACT_H
#include "models/action.h"
#include "models/entity.h"
#include "models/fact.h"
#include "models/verb.h"
#include <string>
namespace obelisk
{
/**
* @brief The Fact model represents truth in the releationship between two
* entities separated by a verb.
*
*/
class Fact
{
private:
/**
* @brief The ID of the Fact in the KnowledgeBase.
*
*/
int id_;
/**
* @brief The Entity from the left side of the expression.
*
*/
obelisk::Entity leftEntity_;
/**
* @brief The Entity from the right side of the expression.
*
*/
obelisk::Entity rightEntity_;
/**
* @brief The Verb that represents the relationship in the
* expression.
*
*/
obelisk::Verb verb_;
/**
* @brief Whether or not the fact is considered true or not.
*
*/
double isTrue_;
public:
/**
* @brief Construct a new Fact object.
*
*/
Fact() :
id_(0),
leftEntity_(),
rightEntity_(),
verb_(),
isTrue_(0)
{
}
/**
* @brief Construct a new Fact object.
*
* @param[in] id The ID of the Fact in the KnowledgeBase.
*/
Fact(int id) :
id_(id),
leftEntity_(),
rightEntity_(),
verb_(),
isTrue_(0)
{
}
/**
* @brief Construct a new Fact object.
*
* @param[in] leftEntity The Entity on the left side of the
* expression.
* @param[in] rightEntity The Entity on the right side of the
* expression.
* @param[in] verb The Verb separating the entities.
* @param[in] isTrue Whether or not the fact is true.
*/
Fact(obelisk::Entity leftEntity,
obelisk::Entity rightEntity,
obelisk::Verb verb,
double isTrue = 0) :
id_(0),
leftEntity_(leftEntity),
rightEntity_(rightEntity),
verb_(verb),
isTrue_(isTrue)
{
}
/**
* @brief Construct a new Fact object.
*
* @param[in] id The ID of the Fact in the KnowledgeBase.
* @param[in] leftEntity The Entity on the left side of the
* expression.
* @param[in] rightEntity The Entity on the right side of the
* expression.
* @param[in] verb The Verb separating the entities.
* @param[in] isTrue Whether or not the fact is true.
*/
Fact(int id,
obelisk::Entity leftEntity,
obelisk::Entity rightEntity,
obelisk::Verb verb,
double isTrue = 0) :
id_(id),
leftEntity_(leftEntity),
rightEntity_(rightEntity),
verb_(verb),
isTrue_(isTrue)
{
}
/**
* @brief Create the Fact table in the KnowledgeBase.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the Fact
*
* @return int& Returns the ID.
*/
int& getId();
/**
* @brief Set the ID of the Fact.
*
* @param[in] id Set the ID of the Fact.
*/
void setId(int id);
/**
* @brief Get the left Entity object.
*
* @return Entity& The left Entity.
*/
Entity& getLeftEntity();
/**
* @brief Set the left Entity object.
*
* @param[in] leftEntity The left Entity to set.
*/
void setLeftEntity(obelisk::Entity leftEntity);
/**
* @brief Get the right Entity object.
*
* @return Entity& The right Entity.
*/
Entity& getRightEntity();
/**
* @brief Set the right Entity object.
*
* @param[in] rightEntity The right Entity to set.
*/
void setRightEntity(obelisk::Entity rightEntity);
/**
* @brief Get the Verb object.
*
* @return Verb& The Verb.
*/
Verb& getVerb();
/**
* @brief Set the Verb object.
*
* @param[in] verb The Verb.
*/
void setVerb(obelisk::Verb verb);
/**
* @brief Gets the isTrue value.
*
* @return true If the Fact is considered true.
* @return false If the Fact is considered false.
*/
double& getIsTrue();
/**
* @brief Set the Fact as true or false.
*
* @param[in] isTrue Whether or not the Fact is true.
*/
void setIsTrue(double isTrue);
/**
* @brief Select the Fact from the KnowledgeBase by IDs of the
* sub-objects.
*
* @param[in] dbConnection The database connection to use.
*/
void selectById(sqlite3* dbConnection);
/**
* @brief Select the Fact from the KnowledgeBase by the name's of
* the entities and verb.
*
* @param[in] dbConnection The database connection to use.
*/
void selectByName(sqlite3* dbConnection);
/**
* @brief Select an Action from the KnowledgeBase using the provided
* Fact.
*
* @param[in] dbConnection The database connection to use.
* @param[out] action The Action to take based on the provided fact.
*/
void selectActionByFact(sqlite3* dbConnection,
obelisk::Action& action);
/**
* @brief Insert the Fact into the KnowledgeBase.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
/**
* @brief Update whether or not the fact is true in the
* KnowledgeBase.
*
* @param[in] dbConnection The database connection.
*/
void updateIsTrue(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

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@ -0,0 +1,163 @@
#ifndef OBELISK_MODELS_RULE_H
#define OBELISK_MODELS_RULE_H
#include "models/fact.h"
#include <string>
#include <vector>
namespace obelisk
{
/**
* @brief The Rule model represents a truth relation between 2 Facts.
*
*/
class Rule
{
private:
/**
* @brief The ID of the Rule in the KnowledgeBase.
*
*/
int id_;
/**
* @brief The Fact that depends on the Fact reason being true.
*
*/
obelisk::Fact fact_;
/**
* @brief The Fact that makes the other Fact true or false.
*
*/
obelisk::Fact reason_;
public:
/**
* @brief Construct a new Rule object.
*
*/
Rule() :
id_(0),
fact_(),
reason_()
{
}
/**
* @brief Construct a new Rule object.
*
* @param[in] id The ID of the Rule in the KnowledgeBase.
*/
Rule(int id) :
id_(id),
fact_(),
reason_()
{
}
/**
* @brief Construct a new Rule object.
*
* @param[in] fact The Fact.
* @param[in] reason The reason Fact.
*/
Rule(obelisk::Fact fact, obelisk::Fact reason) :
id_(0),
fact_(fact),
reason_(reason)
{
}
/**
* @brief Construct a new Rule object.
*
* @param[in] id The ID of the Rule.
* @param[in] fact The Fact.
* @param[in] reason The reason Fact.
*/
Rule(int id, obelisk::Fact fact, obelisk::Fact reason) :
id_(id),
fact_(fact),
reason_(reason)
{
}
/**
* @brief Create the Rule table in the KnowledgeBase.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the Rule.
*
* @return int& The ID.
*/
int& getId();
/**
* @brief Set the ID of the Rule.
*
* @param[in] id The ID.
*/
void setId(int id);
/**
* @brief Get the Fact object.
*
* @return obelisk::Fact& The Fact.
*/
obelisk::Fact& getFact();
/**
* @brief Set the Fact object.
*
* @param[in] fact The Fact.
*/
void setFact(obelisk::Fact fact);
/**
* @brief Get the reason Fact object.
*
* @return obelisk::Fact& The reason Fact.
*/
obelisk::Fact& getReason();
/**
* @brief Set the reason Fact object.
*
* @param[in] reason The reason Fact.
*/
void setReason(obelisk::Fact reason);
/**
* @brief Select the Rule from the KnowledgeBase by IDs of the
* sub-objects.
*
* @param[in] dbConnection The database connection to use.
*/
void selectById(sqlite3* dbConnection);
/**
* @brief Get the rules that match the reason.
*
* @param[in] dbConnection The database connection to use.
* @param[out] rules The rules to fill in from the database.
*/
static void selectByReason(sqlite3* dbConnection,
int reasonId,
std::vector<obelisk::Rule>& rules);
/**
* @brief Insert the Rule into the KnowledgeBase.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

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@ -0,0 +1,185 @@
#ifndef OBELISK_MODELS_SUGGEST_ACTION_H
#define OBELISK_MODELS_SUGGEST_ACTION_H
#include "models/action.h"
#include "models/fact.h"
#include <string>
namespace obelisk
{
/**
* @brief The SuggestAction model representas the actions to take depending
* on if the Fact is true or false.
*
*/
class SuggestAction
{
private:
/**
* @brief The ID of the SuggestAction.
*
*/
int id_;
/**
* @brief The Fact to check the truth of.
*
*/
obelisk::Fact fact_;
/**
* @brief The Action to take if the Fact is true.
*
*/
obelisk::Action trueAction_;
/**
* @brief The Action to take if the Fact is false.
*
*/
obelisk::Action falseAction_;
public:
/**
* @brief Construct a new SuggestAction object.
*
*/
SuggestAction() :
id_(0),
fact_(),
trueAction_(),
falseAction_()
{
}
/**
* @brief Construct a new SuggestAction object.
*
* @param[in] id The ID of the SuggestAction in the KnowledgeBase.
*/
SuggestAction(int id) :
id_(id),
fact_(),
trueAction_(),
falseAction_()
{
}
/**
* @brief Construct a new SuggestAction object.
*
* @param[in] fact The Fact.
* @param[in] trueAction The true Action.
* @param[in] falseAction The false Action.
*/
SuggestAction(obelisk::Fact fact,
obelisk::Action trueAction,
obelisk::Action falseAction) :
id_(0),
fact_(fact),
trueAction_(trueAction),
falseAction_(falseAction)
{
}
/**
* @brief Construct a new SuggestAction object.
*
* @param[in] id The ID of the SuggestAction in the KnowledgeBase.
* @param[in] fact The Fact.
* @param[in] trueAction The true Action.
* @param[in] falseAction The false Action.
*/
SuggestAction(int id,
obelisk::Fact fact,
obelisk::Action trueAction,
obelisk::Action falseAction) :
id_(id),
fact_(fact),
trueAction_(trueAction),
falseAction_(falseAction)
{
}
/**
* @brief Create the SuggestAction table in the database.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the SuggestAction.
*
* @return int& Returns the ID.
*/
int& getId();
/**
* @brief Set the ID of the SuggestAction.
*
* @param[in] id The new ID.
*/
void setId(int id);
/**
* @brief Get the Fact object.
*
* @return obelisk::Fact& Returns the Fact.
*/
obelisk::Fact& getFact();
/**
* @brief Set the Fact object.
*
* @param[in] fact The new Fact.
*/
void setFact(obelisk::Fact fact);
/**
* @brief Get the true Action object.
*
* @return obelisk::Action& Returns the true Action.
*/
obelisk::Action& getTrueAction();
/**
* @brief Set the true Action object.
*
* @param[in] trueAction The new true Action.
*/
void setTrueAction(obelisk::Action trueAction);
/**
* @brief Get the false Action object.
*
* @return obelisk::Action& Returns the false Action.
*/
obelisk::Action& getFalseAction();
/**
* @brief Set the false Action object.
*
* @param[in] falseAction The new false Action.
*/
void setFalseAction(obelisk::Action falseAction);
/**
* @brief Select the SuggestAction from the KnowledgeBase by IDs of
* the sub-objects.
*
* @param[in] dbConnection The database connection to use.
*/
void selectById(sqlite3* dbConnection);
/**
* @brief Insert the SuggestAction into the KnowledgeBase.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

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@ -0,0 +1,126 @@
#ifndef OBELISK_MODELS_VERB_H
#define OBELISK_MODELS_VERB_H
#include <sqlite3.h>
#include <string>
namespace obelisk
{
/**
* @brief The Verb model represents a verb which is used to connnect
* entities.
*
*/
class Verb
{
private:
/**
* @brief The ID of the Verb in the KnowledgeBase.
*
*/
int id_;
/**
* @brief The name of the Verb.
*
*/
std::string name_;
public:
/**
* @brief Construct a new Verb object.
*
*/
Verb() :
id_(0),
name_("")
{
}
/**
* @brief Construct a new Verb object.
*
* @param[in] id The ID of the Verb.
*/
Verb(int id) :
id_(id),
name_("")
{
}
/**
* @brief Construct a new Verb object.
*
* @param[in] name The name of the Verb.
*/
Verb(std::string name) :
id_(0),
name_(name)
{
}
/**
* @brief Construct a new Verb object.
*
* @param[in] id The ID of the Verb.
* @param[in] name The name of the Verb.
*/
Verb(int id, std::string name) :
id_(id),
name_(name)
{
}
/**
* @brief Create the Verb table in the KnowledgeBase.
*
* @return const char* Returns the query used to create the table.
*/
static const char* createTable();
/**
* @brief Get the ID of the Verb.
*
* @return int& Returns the ID.
*/
int& getId();
/**
* @brief Set the ID of the Verb.
*
* @param[in] id Set the ID of the Verb.
*/
void setId(int id);
/**
* @brief Get the name of the Verb.
*
* @return std::string& The Verb name.
*/
std::string& getName();
/**
* @brief Set the name of the Verb.
*
* @param[in] name The Verb name.
*/
void setName(std::string name);
/**
* @brief Select a verb by name from the KnowledgeBase.
*
* @param[in] dbConnection The database connection to use.
*/
void selectByName(sqlite3* dbConnection);
/**
* @brief Insert a new verb into the KnowledgeBase.
*
* @param[in] dbConnection The database connection to use.
*/
void insert(sqlite3* dbConnection);
};
} // namespace obelisk
#endif

82
obelisk/include/obelisk.h Normal file
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@ -0,0 +1,82 @@
#ifndef OBELISK_INCLUDE_OBELISK_H
#define OBELISK_INCLUDE_OBELISK_H
#include "knowledge_base.h"
#include <memory>
#include <string>
/**
* @brief The obelisk namespace contains everything needed to compile obelisk
* code.
*
*/
namespace obelisk
{
/**
* @brief The obelisk library provides everything needed to consult the
* KnowledgeBase.
*
*/
class Obelisk
{
private:
std::unique_ptr<obelisk::KnowledgeBase> kb_;
public:
/**
* @brief Construct a new Obelisk object.
*
*/
Obelisk(std::string filename);
/**
* @brief Destroy the Obelisk object.
*
*/
~Obelisk() = default;
/**
* @brief Get the obelisk version.
*
* @return std::string The version.
*/
std::string getVersion();
/**
* @brief Get the obelisk library so version.
*
* @return int The version.
*/
int getLibVersion();
/**
* @brief Query the obelisk KnowledgeBase to see if a Fact is true
* or not.
*
* @param[in] p_obelisk The obelisk object pointer.
* @param[in] left_entity The left entity.
* @param[in] verb The verb.
* @param[in] right_entity The right entity.
* @return double Returns whether or not the Fact is true.
*/
double query(const std::string& leftEntity,
const std::string& verb,
const std::string& rightEntity);
/**
* @brief Query the Obelisk KnowledgeBase and return the suggested
* action to take.
*
* @param[in] leftEntity The left entity.
* @param[in] verb The verb.
* @param[in] rightEntity The right entity.
* @return std::string Returns the suggested action.
*/
std::string queryAction(const std::string& leftEntity,
const std::string& verb,
const std::string& rightEntity);
};
} // namespace obelisk
#endif

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@ -12,6 +12,7 @@ void alai::Event::_register_methods()
godot::register_signal<Event>("player_died");
godot::register_signal<Event>("player_won");
godot::register_signal<Event>("player_touched", "damage", GODOT_VARIANT_TYPE_INT);
godot::register_signal<Event>("report_object", "name", GODOT_VARIANT_TYPE_STRING, "state", GODOT_VARIANT_TYPE_STRING, "position", GODOT_VARIANT_TYPE_VECTOR2, "velocity", GODOT_VARIANT_TYPE_VECTOR2);
}
alai::Event::Event()

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@ -1,5 +1,6 @@
#include "Event.h"
#include "Main.h"
#include "obelisk.h"
#include <SceneTree.hpp>
@ -39,6 +40,10 @@ void alai::Main::_init()
void alai::Main::_ready()
{
auto obelisk = std::unique_ptr<obelisk::Obelisk> {new obelisk::Obelisk("alai.kb")};
godot::Godot::print("Obelisk version: " + godot::String(obelisk->getVersion().c_str()));
godot::Godot::print("Obelisk library version: " + godot::String(std::to_string(obelisk->getLibVersion()).c_str()));
auto success = _project_settings->load_resource_pack("monitor.pck");
if (success)
{

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@ -8,6 +8,7 @@
#include "goal/GoalReached.h"
#include "gui/game_over/GameOverScreen.h"
#include "gui/game_won/GameWonScreen.h"
#include "player/AI.h"
#include "player/Player.h"
#include "player/states/PlayerFall.h"
#include "player/states/PlayerIdle.h"
@ -20,7 +21,7 @@
/**
* @brief This function connects the gdnative init function.
*
*
*/
extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
{
@ -29,7 +30,7 @@ extern "C" void GDN_EXPORT godot_gdnative_init(godot_gdnative_init_options *o)
/**
* @brief This function connects the gdnative terminate function.
*
*
*/
extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_options *o)
{
@ -41,7 +42,7 @@ extern "C" void GDN_EXPORT godot_gdnative_terminate(godot_gdnative_terminate_opt
/**
* @brief This function connects the init methods in the classes to godot's gdnative.
*
*
*/
extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
{
@ -53,6 +54,7 @@ extern "C" void GDN_EXPORT godot_nativescript_init(void *handle)
godot::register_class<alai::Main>();
godot::register_class<alai::CameraLimit>();
godot::register_class<alai::player::Player>();
godot::register_class<alai::player::AI>();
godot::register_class<alai::player::PlayerIdle>();
godot::register_class<alai::player::PlayerMove>();
godot::register_class<alai::player::PlayerJump>();

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@ -38,9 +38,9 @@ void alai::GameOverScreen::_ready()
void alai::GameOverScreen::_on_restart_button_pressed()
{
if (_resource_loader->exists("res://levels/PrototypeR.tscn"))
if (_resource_loader->exists("res://levels/TestLevel.tscn"))
{
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/PrototypeR.tscn");
godot::Ref<godot::PackedScene> level_scene = _resource_loader->load("res://levels/TestLevel.tscn");
auto level = level_scene->instance();
auto level_node = get_tree()->get_root()->get_node("Main")->find_node("Level");

104
src/player/AI.cpp Normal file
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@ -0,0 +1,104 @@
#include "player/AI.h"
void alai::player::AI::_register_methods()
{
godot::register_method("_ready", &AI::_ready);
godot::register_method("_physics_process", &AI::_physics_process);
godot::register_method("_on_object_report", &AI::_on_object_report);
}
alai::player::AI::AI()
{
}
alai::player::AI::~AI()
{
}
void alai::player::AI::_init()
{
_input = godot::Input::get_singleton();
obelisk = std::unique_ptr<obelisk::Obelisk> {new obelisk::Obelisk("alai.kb")};
}
void alai::player::AI::_ready()
{
parent = Object::cast_to<Player>(get_parent());
event = get_node<alai::Event>("/root/Event");
event->connect("report_object", this, "_on_object_report");
}
void alai::player::AI::_physics_process(float delta)
{
while (!entities.empty())
{
const auto& entity = entities.front();
if (obelisk->query(entity.name.utf8().get_data(), "is", "touchable") > 0)
{
auto player_position = parent->get_global_position();
if (entity.position.x > player_position.x)
{
_input->action_press("right");
}
else
{
_input->action_press("left");
}
}
if (obelisk->query(entity.name.utf8().get_data(), "is", "bouncable") > 0)
{
auto player_position = parent->get_global_position();
auto distance = sqrt(pow(player_position.x - entity.position.x, 2) + pow(player_position.y - entity.position.y, 2));
int jump_distance = 0;
auto player_direction = parent->get_velocity();
auto action = obelisk->queryAction(entity.name.utf8().get_data(), "is", "bouncable");
if (action == "jump on")
{
jump_distance = 100;
}
else if (action == "jump over")
{
jump_distance = 50;
}
if (distance < jump_distance)
{
if (_input->is_action_pressed("right") && player_position.x < entity.position.x)
{
_input->action_press("jump");
}
else if (_input->is_action_pressed("left") && player_position.x > entity.position.x)
{
_input->action_press("jump");
}
}
}
if (obelisk->query(entity.name.utf8().get_data(), "is", "gold") > 0 && obelisk->query(std::string("gold ") + entity.name.utf8().get_data(), "is", "collectable") > 0)
{
auto player_position = parent->get_global_position();
float distance = player_position.x - entity.position.x;
if (distance > -10 && distance < 10 && player_position.y - entity.position.y > 20)
{
_input->action_press("jump");
}
}
entities.pop();
}
}
void alai::player::AI::_on_object_report(godot::String name, godot::String state, godot::Vector2 position, godot::Vector2 velocity)
{
auto entity = Entity();
entity.name = name.to_lower().rstrip("0123456789");
entity.state = state;
entity.position = position;
entity.velocity = velocity;
entities.push(entity);
}

88
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@ -0,0 +1,88 @@
#ifndef ALAI_PLAYER_AI_H
#define ALAI_PLAYER_AI_H
#include "Event.h"
#include "obelisk.h"
#include "player/Player.h"
#include <Godot.hpp>
#include <Input.hpp>
#include <Node.hpp>
#include <Vector2.hpp>
#include <queue>
namespace alai
{
namespace player
{
class Entity
{
public:
godot::String name;
godot::String state;
godot::Vector2 position;
godot::Vector2 velocity;
};
class AI : public godot::Node
{
GODOT_CLASS(AI, godot::Node)
private:
/**
* @brief Input singleton.
*
*/
godot::Input* _input;
/**
* @brief The obelisk object.
*
*/
std::unique_ptr<obelisk::Obelisk> obelisk;
alai::Event* event;
std::queue<alai::player::Entity> entities;
alai::player::Player* parent;
public:
/**
* @brief This method registers classes with Godot.
*
* @details This method registers methods, properties, and signals with the Godot engine.
*/
static void
_register_methods();
AI();
~AI();
/**
* @brief Initialize the class from Godot.
*
* @details This method is called just once when the Godot engine connects to the instance of the class.
*/
void _init();
/**
* @brief Code to be run when ready.
*
* @details This method is run when all the children of this node are ready.
*/
void _ready();
/**
* @brief The physics processed every delta time.
*
* @param[in] delta The time since the method was last run.
*/
void _physics_process(float delta);
void _on_object_report(godot::String name, godot::String state, godot::Vector2 position, godot::Vector2 velocity);
};
} // namespace player
} // namespace alai
#endif