mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
92 lines
3.2 KiB
C++
92 lines
3.2 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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#ifndef _BB_ACTIVESELECTOR_H_
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#define _BB_ACTIVESELECTOR_H_
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#ifndef _BB_CORE_H_
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#include "BadBehavior/core/Composite.h"
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#endif
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#ifndef _BB_BRANCH_H_
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#include "BadBehavior/core/Branch.h"
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#endif
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//==============================================================================
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// Active Selector
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// Re-evaluates its children from the beginning each tick. Lower priority
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// children which previously returned RUNNING are resumed if re-selected
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//
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// ***** TODO - This runs OK, but may need a bit more work
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// -- abort previously running branches?
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//
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//==============================================================================
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namespace BadBehavior
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{
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//---------------------------------------------------------------------------
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// Active selector Node
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//---------------------------------------------------------------------------
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class ActiveSelector : public CompositeNode
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{
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typedef CompositeNode Parent;
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protected:
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U32 mRecheckFrequency;
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public:
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ActiveSelector();
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virtual Task *createTask(SimObject &owner, BehaviorTreeRunner &runner);
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static void initPersistFields();
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U32 getRecheckFrequency() const { return mRecheckFrequency; }
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DECLARE_CONOBJECT(ActiveSelector);
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};
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//---------------------------------------------------------------------------
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// Active selector Task
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//---------------------------------------------------------------------------
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class ActiveSelectorTask : public CompositeTask
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{
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typedef CompositeTask Parent;
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protected:
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Vector<BehaviorTreeBranch>::iterator mRunningBranch;
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Vector<BehaviorTreeBranch>::iterator mCurrentBranch;
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Vector<BehaviorTreeBranch> mBranches;
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U32 mRecheckTime;
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virtual void onInitialize();
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virtual Task* update();
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public:
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ActiveSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner);
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Status getStatus();
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};
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} // namespace BadBehavior
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#endif |