chore(naming): clarified names of PlannerNode maps/sets
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@ -13,8 +13,8 @@
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#include <godot_cpp/variant/vector3.hpp>
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namespace godot::goap {
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typedef HashMap<PlannerNode, PlannerNode, PlannerNodeHasher> FromMap;
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typedef HashMap<PlannerNode, float, PlannerNodeHasher> ScoreMap;
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typedef HashMap<PlannerNode, PlannerNode, PlannerNodeHasher> NodeNodeMap;
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typedef HashMap<PlannerNode, float, PlannerNodeHasher> NodeScoreMap;
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typedef HashSet<PlannerNode, PlannerNodeHasher> NodeSet;
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void Goal::_bind_methods() {
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@ -69,7 +69,7 @@ void Planner::_enter_tree() {
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this->actor = Object::cast_to<CharacterActor>(this->get_parent());
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}
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static Vector<Ref<Action>> trace_path(FromMap &map, PlannerNode &end) {
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static Vector<Ref<Action>> trace_path(NodeNodeMap &map, PlannerNode &end) {
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Vector<Ref<Action>> edges{};
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PlannerNode node{end};
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while(node.last_edge.is_valid()) {
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@ -91,10 +91,10 @@ Vector<Ref<Action>> Planner::make_plan() {
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// ordered list of all nodes still being considered
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Vector<PlannerNode> open{PlannerNode::goal_node(goal->goal_state)};
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PlannerNode first = open.get(0);
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FromMap from{}; // mapping states to the previous in the path
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ScoreMap dist_traveled{}; // mapping states to the shortest found distance from start
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NodeNodeMap from{}; // mapping states to the previous in the path
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NodeScoreMap dist_traveled{}; // mapping states to the shortest found distance from start
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dist_traveled.insert(first, 0);
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ScoreMap best_guess{}; // mapping states to the best guess of the distance to the goal
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NodeScoreMap best_guess{}; // mapping states to the best guess of the distance to the goal
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best_guess.insert(first, first.open_requirements.size());
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PlannerNode current{}; // state we're checking for neighbours or completion
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while(!open.is_empty()) {
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@ -123,7 +123,7 @@ Vector<Ref<Action>> Planner::make_plan() {
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}
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}
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}
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UtilityFunctions::push_warning("Failed to find a path satisfying goal");
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UtilityFunctions::push_warning("Failed to find a plan satisfying goal");
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this->plan = {};
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return this->plan;
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}
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