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//! # State Module for Goal-Oriented Action Planning (GOAP)
//!
//! This module provides the fundamental `State` structure, which represents
//! world states, conditions, and effects within the GOAP system.
//!
//! ## What is State in GOAP?
//!
//! In Goal-Oriented Action Planning, "state" refers to a snapshot of the world or
//! agent at a particular moment. The GOAP system uses states in several ways:
//!
//! - **World State**: Representing the current state of the environment/agent
//! - **Goal State**: Defining desired conditions the agent wants to achieve
//! - **Preconditions**: Conditions that must be true for an action to be performed
//! - **Effects**: How actions change the world state when executed
//!
//! ## Core Features
//!
//! The `State` structure provides:
//! - Simple key-value storage for boolean conditions
//! - Methods to check if one state satisfies another
//! - Ability to apply effects from one state to another
//! - Convenient access to the underlying state values
//!
//! ## Basic Usage
//!
//! ```
//! use goaprs::State;
//!
//! // Create states for a game agent
//! let mut current_state = State::new();
//! current_state.set("has_weapon", true);
//! current_state.set("at_destination", false);
//! current_state.set("health", true); // health is good
//!
//! // Define a goal state - what the agent wants to achieve
//! let mut goal_state = State::new();
//! goal_state.set("at_destination", true);
//!
//! // Check if the current state satisfies the goal (it doesn't yet)
//! if !current_state.satisfies(&goal_state) {
//! println!("Need to plan actions to reach the destination!");
//! }
//!
//! // Define effects of a "move" action
//! let mut move_effects = State::new();
//! move_effects.set("at_destination", true);
//! move_effects.set("health", false); // movement depletes health
//!
//! // Apply the effects to the current state (simulating performing the action)
//! current_state.apply_effects(&move_effects);
//!
//! // Now the goal is satisfied
//! assert!(current_state.satisfies(&goal_state));
//! assert_eq!(current_state.get("health"), Some(false)); // but health was depleted
//! ```
use HashMap;
/// Represents the state of the world in the Goal-Oriented Action Planning (GOAP) system.
///
/// A `State` is a collection of key-value pairs where:
/// - Keys are strings representing state variables
/// - Values are booleans representing whether conditions are true or false
///
/// States are used to represent the current world state, action preconditions,
/// action effects, and goal states in the GOAP system.
///
/// # Role in GOAP
///
/// The `State` struct serves multiple roles in a GOAP system:
///
/// - **World State**: Tracks the current conditions of the environment and agent
/// - **Preconditions**: Defines what must be true before an action can be performed
/// - **Effects**: Describes how actions change the world when executed
/// - **Goals**: Specifies the conditions the agent is trying to achieve
///
/// # Examples
///
/// ```
/// use goaprs::State;
///
/// // Create a new state
/// let mut state = State::new();
///
/// // Set state variables
/// state.set("player_has_key", true);
/// state.set("door_is_open", false);
///
/// // Check state variables
/// assert_eq!(state.get("player_has_key"), Some(true));
/// assert_eq!(state.get("door_is_open"), Some(false));
/// assert_eq!(state.get("non_existent_variable"), None);
/// ```
/// Default implementation creates an empty state.
///
/// This allows `State` to be used in contexts that require the `Default` trait,
/// such as when creating collections of states or when using certain Rust patterns
/// that leverage default values.
///
/// # Examples
///
/// ```
/// use goaprs::State;
///
/// // Create a state using Default
/// let state = State::default();
/// assert!(state.values().is_empty());
///
/// // Useful in contexts that require default values
/// let states: Vec<State> = vec![State::default(); 3];
/// assert_eq!(states.len(), 3);
/// assert!(states[0].values().is_empty());
///
/// // Create with default and then modify
/// let mut player_state = State::default();
/// player_state.set("health", true);
/// player_state.set("has_weapon", false);
/// ```