mirror of
https://github.com/ncblakely/GiantsTools
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45 lines
1.4 KiB
C
45 lines
1.4 KiB
C
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#pragma once
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#include "IBehavior.h"
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#include "ECS/Public/Entity.h"
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#include "GameObject/Public/Core.h"
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namespace AI
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{
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template <typename TState>
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class BehaviorBase : public IBehavior
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{
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protected:
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inline static std::function<bool(BehaviorTreeContext& context)> CreateLeaf(
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ECS::Entity* entity,
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std::function<bool(ECS::Entity* entity, Object* object, BehaviorTreeContext& context)> processFunction)
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{
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using namespace std::placeholders;
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Object* object = GetObjFromEntity(entity);
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return std::bind(processFunction, entity, object, _1);
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}
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inline static std::function<beehive::Status(BehaviorTreeContext& context)> CreateLeaf(
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ECS::Entity* entity,
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std::function<beehive::Status(ECS::Entity* entity, Object* object, BehaviorTreeContext& context)> processFunction)
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{
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using namespace std::placeholders;
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Object* object = GetObjFromEntity(entity);
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return std::bind(processFunction, entity, object, _1);
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}
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private:
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inline static Object* GetObjFromEntity(ECS::Entity* entity)
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{
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if (entity)
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{
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GameObj::ObjectRef& objectRef = entity->GetComponent<GameObj::ObjectRef>();
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return objectRef.GetObj();
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}
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return nullptr;
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}
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};
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}
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