mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 05:04:45 +00:00
76 lines
2.5 KiB
C++
76 lines
2.5 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 "SubTree.h"
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#include "console/consoleTypes.h"
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using namespace BadBehavior;
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//------------------------------------------------------------------------------
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// SubTree node - links to another behavior tree
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//------------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(SubTree);
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SubTree::SubTree()
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: mSubTreeName(0)
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{
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}
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void SubTree::initPersistFields()
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{
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addGroup( "Behavior" );
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addField( "subTreeName", TypeString, Offset(mSubTreeName, SubTree),
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"@brief The name of the behavior tree that this node links to. Max 255 characters." );
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endGroup( "Behavior" );
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Parent::initPersistFields();
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}
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Task *SubTree::createTask(SimObject &owner, BehaviorTreeRunner &runner)
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{
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if(!mSubTreeName || mSubTreeName[0] == 0)
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{
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Con::errorf("SubTree::onInitialize: no sub tree specified");
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return NULL;
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}
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SimObject *subTreeNode;
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if(!Sim::findObject(mSubTreeName, subTreeNode))
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{
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Con::errorf("SubTree:onInitialize: the specified sub tree does not exist");
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return NULL;
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}
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Node *node = dynamic_cast<Node*>(subTreeNode);
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if(!node)
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{
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Con::errorf("SubTree::onInitialize: the specified sub tree is not a behavior tree node");
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return NULL;
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}
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return node->createTask(owner, runner);
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} |