mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
69 lines
2.5 KiB
C++
69 lines
2.5 KiB
C++
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//-----------------------------------------------------------------------------
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// Copyright (c) 2014 Guy Allard
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "RandomSelector.h"
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#include "math/mMathFn.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// Random selector node
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(RandomSelector);
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Task *RandomSelector::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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return new RandomSelectorTask(*this, owner, runner);
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}
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//------------------------------------------------------------------------------
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// Random selector task
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//------------------------------------------------------------------------------
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RandomSelectorTask::RandomSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
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: Parent(node, owner, runner)
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{
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}
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void RandomSelectorTask::onInitialize()
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{
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Parent::onInitialize();
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// randomize the order of our child tasks
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VectorPtr<Task *> randomChildren;
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while(mChildren.size() > 0)
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{
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U32 index = mRandI(0, mChildren.size() - 1);
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Task* child = mChildren[index];
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randomChildren.push_back(child);
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mChildren.erase_fast(index);
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}
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mChildren = randomChildren;
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// normal init
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mCurrentChild = mChildren.begin();
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if(mCurrentChild != mChildren.end())
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(*mCurrentChild)->reset();
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}
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