Torque3D/Engine/source/BadBehavior/composite/ActiveSelector.h
2016-08-12 20:39:56 +02:00

92 lines
3.2 KiB
C++

//-----------------------------------------------------------------------------
// 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.
//-----------------------------------------------------------------------------
#ifndef _BB_ACTIVESELECTOR_H_
#define _BB_ACTIVESELECTOR_H_
#ifndef _BB_CORE_H_
#include "BadBehavior/core/Composite.h"
#endif
#ifndef _BB_BRANCH_H_
#include "BadBehavior/core/Branch.h"
#endif
//==============================================================================
// Active Selector
// Re-evaluates its children from the beginning each tick. Lower priority
// children which previously returned RUNNING are resumed if re-selected
//
// ***** TODO - This runs OK, but may need a bit more work
// -- abort previously running branches?
//
//==============================================================================
namespace BadBehavior
{
//---------------------------------------------------------------------------
// Active selector Node
//---------------------------------------------------------------------------
class ActiveSelector : public CompositeNode
{
typedef CompositeNode Parent;
protected:
U32 mRecheckFrequency;
public:
ActiveSelector();
virtual Task *createTask(SimObject &owner, BehaviorTreeRunner &runner);
static void initPersistFields();
U32 getRecheckFrequency() const { return mRecheckFrequency; }
DECLARE_CONOBJECT(ActiveSelector);
};
//---------------------------------------------------------------------------
// Active selector Task
//---------------------------------------------------------------------------
class ActiveSelectorTask : public CompositeTask
{
typedef CompositeTask Parent;
protected:
Vector<BehaviorTreeBranch>::iterator mRunningBranch;
Vector<BehaviorTreeBranch>::iterator mCurrentBranch;
Vector<BehaviorTreeBranch> mBranches;
U32 mRecheckTime;
virtual void onInitialize();
virtual Task* update();
public:
ActiveSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner);
Status getStatus();
};
} // namespace BadBehavior
#endif