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verisimilitude's People

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James Cloos avatar IMP1 avatar

verisimilitude's Issues

User Stories

Think about some stories.

For example, the herbalist wants to obtain herbs, make healing poultices, and remove poison from the food stock.

What actions are needed for these goals?

Add any missing ones to here.

The 3rd (removing poison) could be a subgoal of the first (obtaining herbs) with a lower cost than foraging themselves (to signify the benefit that removing poisonous food has).

The herbalist can perform the inspect action, which will (depending on their skill in their herb-knowledge component) inform them whether the edible item is poisonous.

Agent AI

GOAP looks nice + modular. It needs something to determine the actor's goals, however.

actions

  • requires : pre-conditions
  • ensures : post-conditions
  • update : processing for animation, time delay, etc.
  • cost : time/effort/whatever

Questions

How are actions prioritised? That's a separate problem.
How are actions generated? The states of their pre-conditions need to be evaluated dynamically sometimes.
How is the world represented, or queried by the GOAP system?

Incorporation

Verisimilitude already has the concept of actions, and their pre-conditions.
However, the pre-conditions are based on the existence of components within
the actor, and any relevant items.

These pre- and post-conditions can be strings of the format <object_uuid>_<condition_name>

Examples

The herbalist will have the goal of obtaining herbs.
This goal will have the desired outcome of <has_item_with_component(herb)>

there will be composite_actions of <search_food_stores_for_poison> and <forage_for_herbs>
with differing costs

The herbalist will inspect plants and pick-up/take and stow and plants without a poisonous component

[Input] Mouse Position Origin

Have an option to set the mouse's origin in its device manager. So that it's position is given relative to that origin.

Creature Components

People can have skills or knowledge. For example, someone might be a herbalist, which will come with certain skills, plant_identification, potion_mixing, and maybe these are probabilities of success, and so they can still mess up.

And actions can use these values if they exist, and I guess a lack of them will usually not allow the action, or will be a 0.

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