mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +00:00
95 lines
3.4 KiB
C++
95 lines
3.4 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 "ScriptEval.h"
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#include "console/engineAPI.h"
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#include "platform/profiler.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// ScriptEval node - warning, slow!
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ScriptEval);
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ScriptEval::ScriptEval()
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: mDefaultReturnStatus(SUCCESS)
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{
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}
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void ScriptEval::initPersistFields()
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{
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addGroup( "Behavior" );
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addField( "behaviorScript", TypeCommand, Offset(mBehaviorScript, ScriptEval),
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"@brief The command to execute when the leaf is ticked. Max 255 characters." );
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addField( "defaultReturnStatus", TYPEID< BadBehavior::Status >(), Offset(mDefaultReturnStatus, ScriptEval),
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"@brief The default value for this node to return.");
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endGroup( "Behavior" );
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Parent::initPersistFields();
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}
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Task *ScriptEval::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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return new ScriptEvalTask(*this, owner, runner);
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}
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Status ScriptEval::evaluateScript( SimObject *owner )
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{
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PROFILE_SCOPE(ScriptEval_evaluateScript);
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if(mBehaviorScript.isEmpty())
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return mDefaultReturnStatus;
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// get the result
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const char *result = Con::evaluatef("%%obj=%s; %s return %s;",
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owner->getIdString(),
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mBehaviorScript.c_str(),
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EngineMarshallData< BehaviorReturnType >(mDefaultReturnStatus));
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if(result[0] == '1' || result[0] == '0')
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// map true or false to SUCCEED or FAILURE
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return static_cast<Status>(dAtoi(result));
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// convert the returned value to our internal enum type
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return EngineUnmarshallData< BehaviorReturnType >()( result );
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}
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//------------------------------------------------------------------------------
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// RunScript task
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//------------------------------------------------------------------------------
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ScriptEvalTask::ScriptEvalTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
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: Parent(node, owner, runner)
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{
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}
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Task* ScriptEvalTask::update()
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{
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mStatus = static_cast<ScriptEval*>(mNodeRep)->evaluateScript( mOwner );
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return NULL; // leaves don't have children
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}
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