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GiantsTools/Sdk/Include/AI/Public/Behaviors/IBehavior.h

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2021-01-24 00:40:09 +01:00
#pragma once
#include "ECS/Public/Entity.h"
#if 0
#define TRACE_BEHAVIOR(...) DEBUG_INFOC(__VA_ARGS__)
#else
#define TRACE_BEHAVIOR(...) do { } while(0)
#endif
namespace AI
{
using InnerBehaviorTree = beehive::Tree<struct BehaviorTreeContext>;
struct BehaviorTreeContext
{
BehaviorTreeContext(std::shared_ptr<ECS::Entity> entity, beehive::Tree<BehaviorTreeContext>* tree)
: entity(entity),
innerTree(tree),
innerTreeState(tree->make_state())
{
assert(entity);
}
ECS::Entity* GetEntity() const
{
return entity.get();
}
void ResetResumeIndex()
{
innerTreeState = innerTree->make_state();
}
bool GetChainingEnabled() const { return chainingEnabled; }
void SetChainingEnabled(bool chainingEnabled)
{
this->chainingEnabled = chainingEnabled;
}
private:
beehive::TreeState& GetBeehiveTreeState()
{
return innerTreeState;
}
std::shared_ptr<ECS::Entity> entity;
beehive::Tree<BehaviorTreeContext>* innerTree;
beehive::TreeState innerTreeState;
bool chainingEnabled = true; // True if we allow behavior trees further down in the processing order to execute
friend class BehaviorTree;
};
using BehaviorTreeBuilder = beehive::Builder<BehaviorTreeContext>;
class BehaviorTree
{
public:
BehaviorTree(
const char* name,
std::shared_ptr<ECS::Entity> entity,
std::shared_ptr<InnerBehaviorTree> innerTree)
: m_name(name),
m_innerTree(innerTree),
m_treeContext(entity, m_innerTree.get())
{
}
bool Process()
{
beehive::TreeState& beehiveTreeState = m_treeContext.GetBeehiveTreeState();
m_innerTree->process(beehiveTreeState, m_treeContext);
// Check to see if we should allow any trees further down the priority order to execute:
bool continueExecution = m_treeContext.GetChainingEnabled();
m_treeContext.SetChainingEnabled(true); // Always re-enable for next frame
return continueExecution;
}
const char* GetName()
{
return m_name;
}
private:
std::shared_ptr<InnerBehaviorTree> m_innerTree;
BehaviorTreeContext m_treeContext;
const char* m_name;
};
struct IBehavior
{
virtual InnerBehaviorTree Build() = 0;
};
}