mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-27 08:03:09 +01:00
99 lines
2.5 KiB
C++
99 lines
2.5 KiB
C++
#pragma once
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#include "ECS/Public/Entity.h"
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#if 0
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#define TRACE_BEHAVIOR(...) DEBUG_INFOC(__VA_ARGS__)
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#else
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#define TRACE_BEHAVIOR(...) do { } while(0)
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#endif
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namespace AI
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{
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using InnerBehaviorTree = beehive::Tree<struct BehaviorTreeContext>;
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struct BehaviorTreeContext
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{
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BehaviorTreeContext(std::shared_ptr<ECS::Entity> entity, beehive::Tree<BehaviorTreeContext>* tree)
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: entity(entity),
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innerTree(tree),
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innerTreeState(tree->make_state())
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{
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assert(entity);
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}
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ECS::Entity* GetEntity() const
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{
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return entity.get();
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}
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void ResetResumeIndex()
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{
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innerTreeState = innerTree->make_state();
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}
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bool GetChainingEnabled() const { return chainingEnabled; }
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void SetChainingEnabled(bool chainingEnabled)
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{
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this->chainingEnabled = chainingEnabled;
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}
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private:
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beehive::TreeState& GetBeehiveTreeState()
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{
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return innerTreeState;
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}
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std::shared_ptr<ECS::Entity> entity;
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beehive::Tree<BehaviorTreeContext>* innerTree;
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beehive::TreeState innerTreeState;
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bool chainingEnabled = true; // True if we allow behavior trees further down in the processing order to execute
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friend class BehaviorTree;
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};
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using BehaviorTreeBuilder = beehive::Builder<BehaviorTreeContext>;
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class BehaviorTree
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{
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public:
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BehaviorTree(
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const char* name,
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std::shared_ptr<ECS::Entity> entity,
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std::shared_ptr<InnerBehaviorTree> innerTree)
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: m_name(name),
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m_innerTree(innerTree),
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m_treeContext(entity, m_innerTree.get())
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{
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}
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bool Process()
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{
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beehive::TreeState& beehiveTreeState = m_treeContext.GetBeehiveTreeState();
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m_innerTree->process(beehiveTreeState, m_treeContext);
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// Check to see if we should allow any trees further down the priority order to execute:
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bool continueExecution = m_treeContext.GetChainingEnabled();
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m_treeContext.SetChainingEnabled(true); // Always re-enable for next frame
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return continueExecution;
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}
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const char* GetName()
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{
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return m_name;
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}
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private:
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std::shared_ptr<InnerBehaviorTree> m_innerTree;
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BehaviorTreeContext m_treeContext;
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const char* m_name;
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};
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struct IBehavior
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{
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virtual InnerBehaviorTree Build() = 0;
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};
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} |