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

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2021-01-24 00:40:09 +01:00
#pragma once
#include "IBehavior.h"
#include "ECS/Public/Entity.h"
#include "GameObject/Public/Core.h"
namespace AI
{
template <typename TState>
class BehaviorBase : public IBehavior
{
protected:
inline static std::function<bool(BehaviorTreeContext& context)> CreateLeaf(
ECS::Entity* entity,
std::function<bool(ECS::Entity* entity, Object* object, BehaviorTreeContext& context)> processFunction)
{
using namespace std::placeholders;
Object* object = GetObjFromEntity(entity);
return std::bind(processFunction, entity, object, _1);
}
inline static std::function<beehive::Status(BehaviorTreeContext& context)> CreateLeaf(
ECS::Entity* entity,
std::function<beehive::Status(ECS::Entity* entity, Object* object, BehaviorTreeContext& context)> processFunction)
{
using namespace std::placeholders;
Object* object = GetObjFromEntity(entity);
return std::bind(processFunction, entity, object, _1);
}
private:
inline static Object* GetObjFromEntity(ECS::Entity* entity)
{
if (entity)
{
GameObj::ObjectRef& objectRef = entity->GetComponent<GameObj::ObjectRef>();
return objectRef.GetObj();
}
return nullptr;
}
};
}