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

133 lines
4.1 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.
//-----------------------------------------------------------------------------
#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;
}