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

69 lines
2.5 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 "RandomSelector.h"
#include "math/mMathFn.h"
using namespace BadBehavior;
//------------------------------------------------------------------------------
// Random selector node
//------------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(RandomSelector);
Task *RandomSelector::createTask(SimObject &owner, BehaviorTreeRunner &runner)
{
return new RandomSelectorTask(*this, owner, runner);
}
//------------------------------------------------------------------------------
// Random selector task
//------------------------------------------------------------------------------
RandomSelectorTask::RandomSelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
: Parent(node, owner, runner)
{
}
void RandomSelectorTask::onInitialize()
{
Parent::onInitialize();
// randomize the order of our child tasks
VectorPtr<Task *> randomChildren;
while(mChildren.size() > 0)
{
U32 index = mRandI(0, mChildren.size() - 1);
Task* child = mChildren[index];
randomChildren.push_back(child);
mChildren.erase_fast(index);
}
mChildren = randomChildren;
// normal init
mCurrentChild = mChildren.begin();
if(mCurrentChild != mChildren.end())
(*mCurrentChild)->reset();
}