integrate obelisk into alai
This commit is contained in:
parent
937e173fce
commit
b84ed69198
9
SConstruct
Normal file → Executable file
9
SConstruct
Normal file → Executable file
@ -37,6 +37,9 @@ godot_headers_path = "godot-cpp/godot-headers/"
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cpp_bindings_path = "godot-cpp/"
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cpp_library = "libgodot-cpp"
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obelisk_bindings_path = "obelisk/"
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obelisk_library = "libobelisk"
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# Updates the environment with the option variables.
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opts.Update(env)
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@ -112,9 +115,9 @@ else:
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cpp_library += '.' + str(env['bits'])
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# make sure our binding library is properly includes
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env.Append(CPPPATH=['.', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library])
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env.Append(CPPPATH=['.', obelisk_bindings_path + 'include/', godot_headers_path, cpp_bindings_path + 'include/', cpp_bindings_path + 'include/core/', cpp_bindings_path + 'include/gen/'])
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env.Append(LIBPATH=[cpp_bindings_path + 'bin/', obelisk_bindings_path + 'bin/'])
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env.Append(LIBS=[cpp_library, obelisk_library])
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# tweak this if you want to use different folders, or more folders, to store your source code in.
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env.Append(CPPPATH=['src/'])
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@ -8,7 +8,7 @@
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[node name="Main" type="Node"]
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pause_mode = 2
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script = ExtResource( 1 )
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game_version = "1.1.0"
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game_version = "1.0.0"
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level = ExtResource( 2 )
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[node name="Level" type="Node" parent="."]
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BIN
godot/alai.kb
Normal file
BIN
godot/alai.kb
Normal file
Binary file not shown.
@ -9,35 +9,36 @@ export var gravity = 9.8
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func _ready() -> void:
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if direction == 1:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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Event.connect("level_loaded", self, "_on_level_loaded")
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if direction == 1:
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$AnimatedSprite.flip_h = true
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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$FloorChecker.enabled = detect_edges
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Event.connect("level_loaded", self, "_on_level_loaded")
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func _physics_process(_delta: float) -> void:
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if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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if is_on_wall() or not $FloorChecker.is_colliding() and is_on_floor() and $FloorChecker.enabled:
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direction *= -1
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$AnimatedSprite.flip_h = not $AnimatedSprite.flip_h
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$FloorChecker.position.x = $CollisionShape2D.shape.get_extents().x * direction
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velocity.y += gravity
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velocity.x = speed * direction
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velocity = move_and_slide(velocity, Vector2.UP)
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velocity.y += gravity
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velocity.x = speed * direction
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velocity = move_and_slide(velocity, Vector2.UP)
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.collider.name == "Player":
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Event.emit_signal("player_touched", 3)
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for i in get_slide_count():
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var collision = get_slide_collision(i)
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if collision.collider.name == "Player":
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Event.emit_signal("player_touched", 3)
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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Event.emit_signal("object_updated", self.get_name(), "Walking", global_position, velocity)
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Event.emit_signal("report_object", self.get_name(), "Walking", global_position, velocity)
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func squash() -> void:
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Event.emit_signal("object_removed", self.get_name())
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queue_free()
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Event.emit_signal("object_removed", self.get_name())
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queue_free()
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func _on_level_loaded() -> void:
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Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
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Event.emit_signal("object_created", self.get_name(), "Walking", global_position, Vector2(0, 0))
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8
godot/characters/player/AI.gdns
Normal file
8
godot/characters/player/AI.gdns
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@ -0,0 +1,8 @@
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[gd_resource type="NativeScript" load_steps=2 format=2]
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[ext_resource path="res://gdnative/alai.tres" type="GDNativeLibrary" id=1]
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[resource]
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resource_name = "AI"
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class_name = "AI"
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library = ExtResource( 1 )
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@ -1,4 +1,4 @@
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[gd_scene load_steps=10 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://characters/player/sprites/green.tres" type="SpriteFrames" id=1]
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[ext_resource path="res://characters/player/states/Idle.gdns" type="Script" id=2]
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@ -8,6 +8,7 @@
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[ext_resource path="res://characters/player/states/Jump.gdns" type="Script" id=6]
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[ext_resource path="res://characters/player/states/Fall.gdns" type="Script" id=7]
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[ext_resource path="res://assets/sounds/jump.wav" type="AudioStream" id=8]
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[ext_resource path="res://characters/player/AI.gdns" type="Script" id=9]
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[sub_resource type="RectangleShape2D" id=1]
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extents = Vector2( 7, 12 )
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@ -16,6 +17,9 @@ extents = Vector2( 7, 12 )
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collision_mask = 10
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script = ExtResource( 5 )
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[node name="AI" type="Node" parent="."]
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script = ExtResource( 9 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = ExtResource( 1 )
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animation = "idle"
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5
godot/collectables/coin/Coin.gd
Normal file
5
godot/collectables/coin/Coin.gd
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@ -0,0 +1,5 @@
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extends Area2D
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func _process(_delta: float) -> void:
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Event.emit_signal("report_object", self.get_name(), "not collected", global_position, Vector2())
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@ -1,10 +1,11 @@
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[gd_scene load_steps=11 format=2]
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[gd_scene load_steps=12 format=2]
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[ext_resource path="res://assets/coin.png" type="Texture" id=1]
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[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=2]
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[ext_resource path="res://collectables/coin/states/CoinNotCollected.gdns" type="Script" id=3]
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[ext_resource path="res://collectables/coin/states/CoinCollected.gdns" type="Script" id=4]
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[ext_resource path="res://assets/sounds/coin.wav" type="AudioStream" id=5]
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[ext_resource path="res://collectables/coin/Coin.gd" type="Script" id=6]
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[sub_resource type="CircleShape2D" id=1]
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radius = 6.0
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@ -43,6 +44,7 @@ tracks/0/keys = {
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[node name="Coin" type="Area2D"]
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collision_layer = 4
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script = ExtResource( 6 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 9, 9 )
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@ -51,7 +53,6 @@ shape = SubResource( 1 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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frames = SubResource( 4 )
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animation = "spin"
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frame = 1
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playing = true
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centered = false
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5
godot/goal/Goal.gd
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5
godot/goal/Goal.gd
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@ -0,0 +1,5 @@
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extends Area2D
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func _process(_delta: float) -> void:
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Event.emit_signal("report_object", self.get_name(), "not touched", global_position, Vector2())
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@ -1,9 +1,10 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=10 format=2]
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[ext_resource path="res://assets/flag.png" type="Texture" id=1]
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[ext_resource path="res://goal/GoalNotReached.gdns" type="Script" id=2]
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[ext_resource path="res://goal/GoalReached.gdns" type="Script" id=3]
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[ext_resource path="res://state_machine/StateMachine.gdns" type="Script" id=4]
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[ext_resource path="res://goal/Goal.gd" type="Script" id=5]
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[sub_resource type="RectangleShape2D" id=5]
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extents = Vector2( 10, 18 )
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@ -25,15 +26,13 @@ animations = [ {
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} ]
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[node name="Goal" type="Area2D"]
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position = Vector2( 324, 378 )
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collision_layer = 32
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script = ExtResource( 5 )
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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position = Vector2( 18, 18 )
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shape = SubResource( 5 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="."]
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position = Vector2( 18, 18 )
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frames = SubResource( 8 )
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animation = "flagmove"
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playing = true
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@ -13,7 +13,7 @@
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[node name="TestLevel" type="Node2D"]
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[node name="Player" parent="." instance=ExtResource( 5 )]
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position = Vector2( 36, 444 )
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position = Vector2( 36, 498 )
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collision_layer = 5
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[node name="Camera2D" type="Camera2D" parent="Player"]
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@ -63,15 +63,21 @@ position = Vector2( 216, 504 )
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[node name="Coin8" parent="Coins" instance=ExtResource( 2 )]
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position = Vector2( 459, 468 )
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[node name="Coin9" parent="Coins" instance=ExtResource( 2 )]
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position = Vector2( 560, 468 )
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[node name="BGM" type="AudioStreamPlayer" parent="."]
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stream = ExtResource( 6 )
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volume_db = -25.0
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autoplay = true
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[node name="Goal" parent="." instance=ExtResource( 3 )]
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position = Vector2( 621, 486 )
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position = Vector2( 656, 504 )
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[node name="Enemies" type="Node" parent="."]
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[node name="Shelly" parent="Enemies" instance=ExtResource( 1 )]
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position = Vector2( 379, 510 )
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[node name="Shelly2" parent="Enemies" instance=ExtResource( 1 )]
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position = Vector2( 628, 510 )
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292
obelisk/include/knowledge_base.h
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292
obelisk/include/knowledge_base.h
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#ifndef OBELISK_KNOWLEDGE_BASE_H
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#define OBELISK_KNOWLEDGE_BASE_H
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#include "models/action.h"
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#include "models/entity.h"
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#include "models/fact.h"
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#include "models/rule.h"
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#include "models/suggest_action.h"
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#include "models/verb.h"
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#include <sqlite3.h>
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#include <functional>
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#include <iostream>
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#include <memory>
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#include <string>
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namespace obelisk
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{
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/**
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* @brief The KnowledgeBase class represents a collection of facts, rules,
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* actions, and related language connectors.
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*
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*/
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class KnowledgeBase
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{
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private:
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/**
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* @brief The filename of the opened KnowledgeBase.
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*
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*/
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const char* filename_;
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/**
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* @brief The SQLite connection handle.
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*
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*/
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sqlite3* dbConnection_ = nullptr;
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/**
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* @brief The user passed flags to use when opening the database.
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*
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*/
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int flags_;
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/**
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* @brief Enable foreign key functionality in the open database.
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*
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* This must always be done when the connection is opened or it will
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* not enforce the foreign key constraints.
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*/
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void enableForeignKeys();
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/**
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* @brief Create the tables in the database.
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*
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* @param[in] function This function is called to create the table.
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*/
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void createTable(std::function<const char*()> function);
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public:
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/**
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* @brief Construct a new KnowledgeBase object.
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*
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* @param[in] filename The name of the file to save the knowledge
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* base as.
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* @param[in] flags The flags to open the KnowledgeBase with.
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*/
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KnowledgeBase(const char* filename, int flags);
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/**
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* @brief Construct a new KnowledgeBase object.
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*
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* @param[in] filename The name of the file to save the knowledge
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* base as.
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*/
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KnowledgeBase(const char* filename) :
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KnowledgeBase(filename,
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SQLITE_OPEN_READWRITE | SQLITE_OPEN_CREATE)
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{
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}
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/**
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* @brief Destroy the KnowledgeBase object.
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*
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* This will close the opened KnowledgeBase before destroying it.
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*/
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~KnowledgeBase();
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/**
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* @brief Add entities to the KnowledgeBase.
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*
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* @param[in,out] entities The entities to add. If the insert is
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* successful it will have a row ID, if not the ID will be 0.
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*/
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void addEntities(std::vector<obelisk::Entity>& entities);
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/**
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* @brief Add verbs to the KnowledgeBase.
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*
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* @param[in,out] verbs The verbs to add. If the insert is
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* successful it will have a row ID, if not the ID will be 0.
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*/
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void addVerbs(std::vector<obelisk::Verb>& verbs);
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/**
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* @brief Add actions to the KnowledgeBase.
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*
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* @param[in,out] actions The actions to add. If the insert is
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* successful it will have a row ID, if nto the ID will be 0.
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*/
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void addActions(std::vector<obelisk::Action>& actions);
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/**
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* @brief Add facts to the KnowledgeBase.
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*
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* @param[in,out] facts The facts to add. If the insert is
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* successful it will have a row ID, if not the ID will be 0.
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*/
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void addFacts(std::vector<obelisk::Fact>& facts);
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/**
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* @brief Add suggested actions to the KnowledgeBase.
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*
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* @param[in,out] suggestActions The suggested actions to add. If
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* the insert is successful it will have a row ID, if not the ID
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* will be 0.
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*/
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void addSuggestActions(
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std::vector<obelisk::SuggestAction>& suggestActions);
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/**
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* @brief Add rules to the KnowledgeBase.
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*
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* @param[in,out] rules The rules to add. If the insert is
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* successful it will have a row ID, if not the ID will be 0.
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*/
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void addRules(std::vector<obelisk::Rule>& rules);
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/**
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* @brief Get an Entity object based on the ID it contains.
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*
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* @param[in,out] entity The Entity object should contain just the
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* ID and the rest will be filled in.
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*/
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void getEntity(obelisk::Entity& entity);
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/**
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* @brief Get a Verb object based on the ID it contains.
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*
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* @param[in,out] verb The Verb object should contain just the ID
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* and the rest will be filled in.
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*/
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void getVerb(obelisk::Verb& verb);
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/**
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* @brief Get an Action based on the ID it contains.
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*
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* @param[in] action The Action object should contain just the ID
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* and the rest will be filled in.
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*/
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void getAction(obelisk::Action& action);
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/**
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* @brief Get a Fact object based on the ID it contains.
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*
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* @param[in,out] fact The Fact object should contain just the ID
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* and the rest will be filled in.
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*/
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void getFact(obelisk::Fact& fact);
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/**
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* @brief Get a SuggestAction based on the ID it contains.
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*
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* @param[in,out] suggestAction The SuggestAction object should
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* contain just the ID and the rest will be filled in.
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*/
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void getSuggestAction(obelisk::SuggestAction& suggestAction);
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/**
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* @brief Get a Rule based on the ID it contains.
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*
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* @param[in,out] rule The Rule object should contain just the ID
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* and the rest will be filled in.
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*/
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void getRule(obelisk::Rule& rule);
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/**
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* @brief Check if a rule looks for this Fact, if so update its
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* truth.
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*
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* @param[in,out] fact The Fact to check for existing rules.
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*/
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void checkRule(obelisk::Fact& fact);
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/**
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* @brief Update the is true field in the KnowledgeBase.
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*
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* @param[in,out] fact The fact to update.
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*/
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void updateIsTrue(obelisk::Fact& fact);
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/**
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* @brief Query the KnowledgeBase to see if a Fact is true or false.
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*
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* @param[in] fact The Fact to check.
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*/
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void queryFact(obelisk::Fact& fact);
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/**
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* @brief Query the KnowledgeBase to get a suggested action based
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* on a Fact.
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* If a SuggestAction doesn't exist, it will return an empty Action.
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*
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* @param[in] fact The Fact to search for.
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* @param[out] action The Action that is suggested to take.
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*/
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void querySuggestAction(obelisk::Fact& fact,
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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
|
128
obelisk/include/models/action.h
Normal file
128
obelisk/include/models/action.h
Normal file
@ -0,0 +1,128 @@
|
||||
#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
|
128
obelisk/include/models/entity.h
Normal file
128
obelisk/include/models/entity.h
Normal file
@ -0,0 +1,128 @@
|
||||
#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
|
247
obelisk/include/models/fact.h
Normal file
247
obelisk/include/models/fact.h
Normal file
@ -0,0 +1,247 @@
|
||||
#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
|
163
obelisk/include/models/rule.h
Normal file
163
obelisk/include/models/rule.h
Normal file
@ -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
|
185
obelisk/include/models/suggest_action.h
Normal file
185
obelisk/include/models/suggest_action.h
Normal file
@ -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
|
126
obelisk/include/models/verb.h
Normal file
126
obelisk/include/models/verb.h
Normal file
@ -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
82
obelisk/include/obelisk.h
Normal file
@ -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
|
@ -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()
|
||||
|
@ -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)
|
||||
{
|
||||
|
@ -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>();
|
||||
|
104
src/player/AI.cpp
Normal file
104
src/player/AI.cpp
Normal file
@ -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
src/player/AI.h
Normal file
88
src/player/AI.h
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user