mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
133 lines
4.1 KiB
C++
133 lines
4.1 KiB
C++
//-----------------------------------------------------------------------------
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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 "ActiveSelector.h"
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#include "console/consoleTypes.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// Active selector node
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ActiveSelector);
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ActiveSelector::ActiveSelector()
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: mRecheckFrequency(0)
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{
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}
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Task *ActiveSelector::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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return new ActiveSelectorTask(*this, owner, runner);
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}
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void ActiveSelector::initPersistFields()
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{
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addGroup( "Behavior" );
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addField( "recheckFrequency", TypeS32, Offset(mRecheckFrequency, ActiveSelector),
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"@brief The minimum time period in milliseconds to wait between re-evaluations of higher priority branches.");
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endGroup( "Behavior" );
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Parent::initPersistFields();
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}
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//------------------------------------------------------------------------------
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// Active selector task
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//------------------------------------------------------------------------------
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ActiveSelectorTask::ActiveSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
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: Parent(node, owner, runner),
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mRecheckTime(0)
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{
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}
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void ActiveSelectorTask::onInitialize()
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{
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Parent::onInitialize();
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if(mBranches.empty())
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{
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for (VectorPtr<Task*>::iterator i = mChildren.begin(); i != mChildren.end(); ++i)
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{
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mBranches.push_back(BehaviorTreeBranch(*i));
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}
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}
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mCurrentBranch = mBranches.begin();
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mRunningBranch = mBranches.end();
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mRecheckTime = 0;
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}
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Task* ActiveSelectorTask::update()
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{
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// empty node, bail
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if(mBranches.empty())
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{
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mStatus = INVALID;
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return NULL;
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}
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// is it time to re-check higher priority branches?
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if(Sim::getCurrentTime() >= mRecheckTime)
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{
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// pick highest priority branch
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mCurrentBranch = mBranches.begin();
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// determine the next recheck time
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mRecheckTime = Sim::getCurrentTime() + static_cast<ActiveSelector *>(mNodeRep)->getRecheckFrequency();
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}
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// run a branch, if it fails move on to the next
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for(mCurrentBranch; mCurrentBranch != mBranches.end(); ++mCurrentBranch)
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{
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// reset the branch if it's not the current running branch
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if(mCurrentBranch != mRunningBranch)
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mCurrentBranch->reset();
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mStatus = mCurrentBranch->update();
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if(mStatus == FAILURE) // move on to next
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continue;
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if(mStatus == RUNNING || mStatus == SUSPENDED) // track the current running branch
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mRunningBranch = mCurrentBranch;
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break;
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}
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if( (mStatus != RUNNING && mStatus != SUSPENDED) || mCurrentBranch == mBranches.end() )
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mIsComplete = true;
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return NULL;
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}
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Status ActiveSelectorTask::getStatus()
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{
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if(mStatus == SUSPENDED && mCurrentBranch != mBranches.end())
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return mCurrentBranch->getStatus(); // suspended branch may have resumed
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return mStatus;
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}
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