Update decision-making phase and enhance localization for presence tracking
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- Marked tasks as complete in the decision-making phase documentation, indicating readiness for implementation.
- Updated the README to reflect the completion status of the decision-making phase.
- Enhanced localization strings to include new presence tracking features, improving user experience.
- Revised the game screen logic to display real-time presence status, including walking states for individuals.
- Added tests to validate the new localization strings and presence functionalities, ensuring robust performance.
This commit is contained in:
Leonid Pershin
2026-08-19 21:00:12 +03:00
parent b135a9caad
commit 5cd5a6d258
21 changed files with 1839 additions and 72 deletions
@@ -0,0 +1,238 @@
using HSchool.Content;
namespace HSchool.Ai.Tests;
public class DecisionPlannerTests
{
[Fact]
public void ZeroToilet_BeatsALesson()
{
var (catalog, map, walks) = World();
var duty = map.Rooms.First(room => room.Def == "Classroom").Id;
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(duty, boundToLesson: true, duty, new Dictionary<string, float>(StringComparer.Ordinal)
{
["Toilet"] = 0f,
["Hunger"] = 1f,
["Social"] = 1f,
["Sleep"] = 1f,
}),
(_, _) => 0);
Assert.Equal(GoalKind.Need, decision.Intent.Kind);
Assert.Equal("Toilet", decision.Intent.Id);
Assert.Equal("UseToilet", decision.Intent.ActionId);
Assert.NotNull(decision.WalkTo);
Assert.Equal("Restroom", map.Rooms.First(room => room.Id == decision.WalkTo).Def);
}
[Fact]
public void NeedJustBelowThreshold_DoesNotLeaveClass()
{
var (catalog, map, walks) = World();
var duty = map.Rooms.First(room => room.Def == "Classroom").Id;
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(duty, boundToLesson: true, duty, new Dictionary<string, float>(StringComparer.Ordinal)
{
["Toilet"] = 0.34f,
["Hunger"] = 1f,
["Social"] = 1f,
["Sleep"] = 1f,
}),
(_, _) => 0);
Assert.Equal(GoalKind.Duty, decision.Intent.Kind);
Assert.Null(decision.StartAction);
Assert.True(decision.WalkTo is null || decision.WalkTo == duty);
}
[Fact]
public void EqualNeeds_FinishTheCurrentAction()
{
var (catalog, map, walks) = World();
var restroom = map.Rooms.First(room => room.Def == "Restroom").Id;
var intent = new Intent(GoalKind.Need, "Toilet", DecisionPlanner.NeedWeightAtZero, "UseToilet");
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(
restroom,
boundToLesson: true,
dutyRoom: map.Rooms.First(room => room.Def == "Classroom").Id,
needs: new Dictionary<string, float>(StringComparer.Ordinal)
{
["Toilet"] = 0f,
["Hunger"] = 0f,
["Social"] = 1f,
["Sleep"] = 1f,
},
intent: intent,
activityActive: true),
(_, _) => 0);
Assert.Equal("Toilet", decision.Intent.Id);
Assert.Null(decision.WalkTo);
Assert.Null(decision.StartAction);
}
[Fact]
public void BreakAtDutyRoom_PicksLeisureEvenWithAStaleLessonIntent()
{
var (catalog, map, walks) = World();
var duty = map.Rooms.First(room => room.Def == "Classroom").Id;
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(
duty,
boundToLesson: false,
duty,
FullNeeds(),
intent: new Intent(GoalKind.Duty, duty, DecisionPlanner.DutyLessonWeight, null)),
(_, _) => 0);
Assert.Equal(GoalKind.Leisure, decision.Intent.Kind);
}
[Fact]
public void LeisureOnABreak_IsNotYankedBackToTheNextHomeroom()
{
var (catalog, map, walks) = World();
var classroom = "classroom-101";
var corridor = "corridor-1";
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(
corridor,
boundToLesson: false,
classroom,
FullNeeds(),
intent: new Intent(GoalKind.Leisure, "Chat", 3f, "Chat")),
(_, _) => 0);
Assert.Equal(GoalKind.Leisure, decision.Intent.Kind);
Assert.NotEqual(classroom, decision.WalkTo);
}
[Fact]
public void BreakAtDutyRoom_PicksLeisure_LessonDoesNot()
{
var (catalog, map, walks) = World();
var duty = map.Rooms.First(room => room.Def == "Classroom").Id;
var onBreak = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(duty, boundToLesson: false, duty, FullNeeds()),
(_, _) => 0);
var inLesson = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(duty, boundToLesson: true, duty, FullNeeds()),
(_, _) => 0);
Assert.Equal(GoalKind.Leisure, onBreak.Intent.Kind);
Assert.NotNull(onBreak.Intent.ActionId);
Assert.True(catalog.Actions[onBreak.Intent.ActionId!].Weight > 0);
Assert.Equal(GoalKind.Duty, inLesson.Intent.Kind);
Assert.Null(inLesson.StartAction);
}
[Fact]
public void BreakAwayFromNextRoom_WalksThereInsteadOfChatting()
{
var (catalog, map, walks) = World();
var classroom = map.Rooms.First(room => room.Id == "classroom-101").Id;
var gym = "gym-hall";
var fromIdle = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(classroom, boundToLesson: false, gym, FullNeeds()),
(_, _) => 0);
var fromStaleLesson = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(
classroom,
boundToLesson: false,
gym,
FullNeeds(),
intent: new Intent(GoalKind.Duty, classroom, DecisionPlanner.DutyLessonWeight, null)),
(_, _) => 0);
Assert.Equal(GoalKind.Duty, fromIdle.Intent.Kind);
Assert.Equal(gym, fromIdle.WalkTo);
Assert.Equal(gym, fromStaleLesson.WalkTo);
Assert.Equal(gym, fromStaleLesson.Intent.Id);
}
[Fact]
public void ArrivedAtNextRoomThisBreak_StaysInsteadOfChatting()
{
var (catalog, map, walks) = World();
var gym = "gym-hall";
var decision = DecisionPlanner.Decide(
catalog,
map,
walks,
Actor(
gym,
boundToLesson: false,
gym,
FullNeeds(),
intent: new Intent(GoalKind.Duty, gym, DecisionPlanner.DutyTravelWeight, null)),
(_, _) => 0);
Assert.Equal(GoalKind.Duty, decision.Intent.Kind);
Assert.Equal(gym, decision.Intent.Id);
Assert.Null(decision.WalkTo);
Assert.Null(decision.StartAction);
}
private static ActorState Actor(
string node,
bool boundToLesson,
string dutyRoom,
IReadOnlyDictionary<string, float> needs,
Intent? intent = null,
bool activityActive = false) =>
new(
node,
node,
IsWalking: false,
activityActive,
IsStudent: true,
IsStaff: false,
IsParent: false,
boundToLesson,
dutyRoom,
needs,
intent ?? Intent.None);
private static Dictionary<string, float> FullNeeds() => new(StringComparer.Ordinal)
{
["Toilet"] = 1f,
["Hunger"] = 1f,
["Social"] = 1f,
["Sleep"] = 1f,
};
private static (DefCatalog Catalog, MapLayout Map, WalkGraph Walks) World()
{
var (catalog, map) = Fixtures.Vanilla();
return (catalog, map, WalkGraph.Build(catalog, map));
}
}