Add Director, director::CommandList, hk::Goal and fixups
* Simulator and Director are no longer singletons.
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#ifndef DIRECTOR_COMMANDLIST_H
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#define DIRECTOR_COMMANDLIST_H
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#include <vector>
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#include <cstdint>
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#include <mentalEntity.h>
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namespace director {
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/**
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* @brief Base class for all commands, storing a reference to a mental entity ID.
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*
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* Derived classes can extend this to include additional command-specific
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* data and behavior.
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*/
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class Command
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{
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public:
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Command(const MentalEntity::Id menty) : menty(menty) {}
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public:
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const MentalEntity::Id menty;
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};
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class CommandList
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{
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public:
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CommandList() = default;
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/**
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* @brief Used by Director to point to the currently executing command.
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*
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* director::Director maintains an internal cursor. As it executes commands
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* from its internal command list, it advances the cursor to the current
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* command before executing it.
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*/
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class Cursor
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{
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public:
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Cursor(CommandList& commandList)
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: commandList(commandList), iter(commandList.commands.begin())
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{}
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void reset() { iter = commandList.commands.begin(); }
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bool hasNext() const { return iter != commandList.commands.end(); }
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Cursor next() { return Cursor(commandList, ++iter); }
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private:
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Cursor(
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CommandList& commandList,
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std::vector<Command>::iterator iter)
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: commandList(commandList), iter(iter)
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{}
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public:
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CommandList& commandList;
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std::vector<Command>::iterator iter;
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};
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Cursor getCursor() { return Cursor(*this); }
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void addCommand(const Command& command)
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{
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commands.push_back(command);
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}
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public:
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std::vector<Command> commands;
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};
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} // namespace director
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#endif // DIRECTOR_COMMANDLIST_H
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@@ -0,0 +1,14 @@
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#ifndef DIRECTOR_H
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#define DIRECTOR_H
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namespace director {
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class Director {
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public:
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Director() = default;
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~Director() = default;
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};
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} // namespace director
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#endif // DIRECTOR_H
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+10
-6
@@ -1,13 +1,17 @@
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#ifndef _GOAL_H
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#ifndef _GOAL_H
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#define _GOAL_H
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#define _GOAL_H
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namespace thought {
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#include <simulator/scene.h>
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enum class Goal
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namespace hk {
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{
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DRIFT,
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class Goal {
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ASSOCIATE_CAUSAL_QUALE_WITH_INTRINSIC_MOTIVATORS,
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public:
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RESPOND_TO_CAUSAL_QUALE
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Goal(const simulator::Scene& scene) : scene(scene) {}
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~Goal() = default;
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private:
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simulator::Scene scene;
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};
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};
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}
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}
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@@ -5,7 +5,7 @@
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#include <cstdint>
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#include <cstdint>
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#include <mentalEntity.h>
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#include <mentalEntity.h>
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namespace scene {
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namespace simulator {
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/**
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/**
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* @brief Base class for all commands, storing a reference to a mental entity ID.
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* @brief Base class for all commands, storing a reference to a mental entity ID.
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@@ -30,9 +30,9 @@ public:
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/**
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/**
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* @brief Used by Scene to point to the currently executing command.
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* @brief Used by Scene to point to the currently executing command.
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*
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*
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* scene::Scene maintains an internal cursor. As it executes commands from
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* simulator::Scene maintains an internal cursor. As it executes commands
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* its internal command list, it advances the cursor to the current command
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* from its internal command list, it advances the cursor to the current
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* before executing it.
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* command before executing it.
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*/
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*/
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class Cursor
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class Cursor
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{
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{
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@@ -67,6 +67,6 @@ public:
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std::vector<Command> commands;
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std::vector<Command> commands;
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};
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};
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} // namespace scene
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} // namespace simulator
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#endif // SIMULATOR_COMMANDLIST_H
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#endif // SIMULATOR_COMMANDLIST_H
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@@ -6,7 +6,7 @@
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#include <mentalEntity.h>
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#include <mentalEntity.h>
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#include <simulator/commandList.h>
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#include <simulator/commandList.h>
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namespace scene {
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namespace simulator {
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class Scene
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class Scene
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{
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{
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@@ -7,24 +7,15 @@ namespace simulator {
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class Simulator {
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class Simulator {
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public:
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public:
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Simulator(const Simulator&) = delete;
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void operator=(const Simulator&) = delete;
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static Simulator& instance()
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{
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static Simulator instance;
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return instance;
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}
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void initialize();
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void loadScene(scene::Scene::Id sceneId, scene::Scene &scene);
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private:
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Simulator() = default;
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Simulator() = default;
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~Simulator() = default;
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~Simulator() = default;
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scene::Scene::Id sceneId;
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void initialize();
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scene::Scene scene;
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void loadScene(Scene::Id sceneId, Scene &scene);
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private:
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Scene::Id sceneId;
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Scene scene;
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};
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};
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}
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}
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