mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-15 02:10:51 +00:00
BadBehavior added
This commit is contained in:
parent
b16f99d51c
commit
eaa28844c9
63 changed files with 5698 additions and 0 deletions
132
Engine/source/BadBehavior/composite/ActiveSelector.cpp
Normal file
132
Engine/source/BadBehavior/composite/ActiveSelector.cpp
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
//-----------------------------------------------------------------------------
|
||||
// Copyright (c) 2014 Guy Allard
|
||||
//
|
||||
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
// of this software and associated documentation files (the "Software"), to
|
||||
// deal in the Software without restriction, including without limitation the
|
||||
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
|
||||
// sell copies of the Software, and to permit persons to whom the Software is
|
||||
// furnished to do so, subject to the following conditions:
|
||||
//
|
||||
// The above copyright notice and this permission notice shall be included in
|
||||
// all copies or substantial portions of the Software.
|
||||
//
|
||||
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
|
||||
// IN THE SOFTWARE.
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
#include "ActiveSelector.h"
|
||||
|
||||
#include "console/consoleTypes.h"
|
||||
|
||||
using namespace BadBehavior;
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Active selector node
|
||||
//------------------------------------------------------------------------------
|
||||
IMPLEMENT_CONOBJECT(ActiveSelector);
|
||||
|
||||
ActiveSelector::ActiveSelector()
|
||||
: mRecheckFrequency(0)
|
||||
{
|
||||
}
|
||||
|
||||
Task *ActiveSelector::createTask(SimObject &owner, BehaviorTreeRunner &runner)
|
||||
{
|
||||
return new ActiveSelectorTask(*this, owner, runner);
|
||||
}
|
||||
|
||||
void ActiveSelector::initPersistFields()
|
||||
{
|
||||
addGroup( "Behavior" );
|
||||
|
||||
addField( "recheckFrequency", TypeS32, Offset(mRecheckFrequency, ActiveSelector),
|
||||
"@brief The minimum time period in milliseconds to wait between re-evaluations of higher priority branches.");
|
||||
|
||||
endGroup( "Behavior" );
|
||||
|
||||
Parent::initPersistFields();
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------
|
||||
// Active selector task
|
||||
//------------------------------------------------------------------------------
|
||||
ActiveSelectorTask::ActiveSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
|
||||
: Parent(node, owner, runner),
|
||||
mRecheckTime(0)
|
||||
{
|
||||
}
|
||||
|
||||
void ActiveSelectorTask::onInitialize()
|
||||
{
|
||||
Parent::onInitialize();
|
||||
|
||||
if(mBranches.empty())
|
||||
{
|
||||
for (VectorPtr<Task*>::iterator i = mChildren.begin(); i != mChildren.end(); ++i)
|
||||
{
|
||||
mBranches.push_back(BehaviorTreeBranch(*i));
|
||||
}
|
||||
}
|
||||
|
||||
mCurrentBranch = mBranches.begin();
|
||||
mRunningBranch = mBranches.end();
|
||||
mRecheckTime = 0;
|
||||
}
|
||||
|
||||
|
||||
Task* ActiveSelectorTask::update()
|
||||
{
|
||||
// empty node, bail
|
||||
if(mBranches.empty())
|
||||
{
|
||||
mStatus = INVALID;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
// is it time to re-check higher priority branches?
|
||||
if(Sim::getCurrentTime() >= mRecheckTime)
|
||||
{
|
||||
// pick highest priority branch
|
||||
mCurrentBranch = mBranches.begin();
|
||||
|
||||
// determine the next recheck time
|
||||
mRecheckTime = Sim::getCurrentTime() + static_cast<ActiveSelector *>(mNodeRep)->getRecheckFrequency();
|
||||
}
|
||||
|
||||
// run a branch, if it fails move on to the next
|
||||
for(mCurrentBranch; mCurrentBranch != mBranches.end(); ++mCurrentBranch)
|
||||
{
|
||||
// reset the branch if it's not the current running branch
|
||||
if(mCurrentBranch != mRunningBranch)
|
||||
mCurrentBranch->reset();
|
||||
|
||||
mStatus = mCurrentBranch->update();
|
||||
|
||||
if(mStatus == FAILURE) // move on to next
|
||||
continue;
|
||||
|
||||
if(mStatus == RUNNING || mStatus == SUSPENDED) // track the current running branch
|
||||
mRunningBranch = mCurrentBranch;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
if( (mStatus != RUNNING && mStatus != SUSPENDED) || mCurrentBranch == mBranches.end() )
|
||||
mIsComplete = true;
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
Status ActiveSelectorTask::getStatus()
|
||||
{
|
||||
if(mStatus == SUSPENDED && mCurrentBranch != mBranches.end())
|
||||
return mCurrentBranch->getStatus(); // suspended branch may have resumed
|
||||
|
||||
return mStatus;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue