Add **Behavior Tree** asset type and editing
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161
Source/Engine/AI/BehaviorTree.cpp
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161
Source/Engine/AI/BehaviorTree.cpp
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "BehaviorTree.h"
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#include "BehaviorTreeNode.h"
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#include "BehaviorTreeNodes.h"
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#include "Engine/Content/Factories/BinaryAssetFactory.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Serialization/JsonSerializer.h"
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#include "Engine/Serialization/MemoryReadStream.h"
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#include "Engine/Threading/Threading.h"
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#include "FlaxEngine.Gen.h"
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REGISTER_BINARY_ASSET(BehaviorTree, "FlaxEngine.BehaviorTree", false);
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BehaviorTreeGraphNode::~BehaviorTreeGraphNode()
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{
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SAFE_DELETE(Instance);
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}
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bool BehaviorTreeGraph::Load(ReadStream* stream, bool loadMeta)
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{
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if (VisjectGraph<BehaviorTreeGraphNode>::Load(stream, loadMeta))
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return true;
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// Build node instances hierarchy
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for (Node& node : Nodes)
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{
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if (auto* nodeCompound = ScriptingObject::Cast<BehaviorTreeCompoundNode>(node.Instance))
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{
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for (const GraphBox* childBox : node.Boxes[1].Connections)
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{
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const Node* child = childBox ? (Node*)childBox->Parent : nullptr;
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if (child && child->Instance)
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{
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nodeCompound->Children.Add(child->Instance);
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}
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}
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}
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}
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return false;
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}
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void BehaviorTreeGraph::Clear()
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{
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VisjectGraph<BehaviorTreeGraphNode>::Clear();
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Root = nullptr;
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}
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bool BehaviorTreeGraph::onNodeLoaded(Node* n)
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{
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if (n->GroupID == 19 && (n->TypeID == 1 || n->TypeID == 2))
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{
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// Create node instance object
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ScriptingTypeHandle type = Scripting::FindScriptingType((StringAnsiView)n->Values[0]);
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if (!type)
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type = Scripting::FindScriptingType(StringAnsi((StringView)n->Values[0]));
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if (type)
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{
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n->Instance = (BehaviorTreeNode*)Scripting::NewObject(type);
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const Variant& data = n->Values[1];
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if (data.Type == VariantType::Blob)
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JsonSerializer::LoadFromBytes(n->Instance, Span<byte>((byte*)data.AsBlob.Data, data.AsBlob.Length), FLAXENGINE_VERSION_BUILD);
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// Find root node
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if (!Root && n->Instance && BehaviorTreeRootNode::TypeInitializer == type)
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Root = (BehaviorTreeRootNode*)n->Instance;
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}
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else
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{
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const String name = n->Values[0].ToString();
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if (name.HasChars())
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LOG(Error, "Missing type '{0}'", name);
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}
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}
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return VisjectGraph<BehaviorTreeGraphNode>::onNodeLoaded(n);
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}
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BehaviorTree::BehaviorTree(const SpawnParams& params, const AssetInfo* info)
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: BinaryAsset(params, info)
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{
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}
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BytesContainer BehaviorTree::LoadSurface()
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{
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if (WaitForLoaded())
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return BytesContainer();
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ScopeLock lock(Locker);
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if (!LoadChunks(GET_CHUNK_FLAG(0)))
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{
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const auto data = GetChunk(0);
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BytesContainer result;
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result.Copy(data->Data);
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return result;
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}
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LOG(Warning, "\'{0}\' surface data is missing.", ToString());
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return BytesContainer();
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}
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#if USE_EDITOR
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bool BehaviorTree::SaveSurface(const BytesContainer& data)
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{
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// Wait for asset to be loaded or don't if last load failed
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if (LastLoadFailed())
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{
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LOG(Warning, "Saving asset that failed to load.");
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}
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else if (WaitForLoaded())
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{
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LOG(Error, "Asset loading failed. Cannot save it.");
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return true;
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}
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ScopeLock lock(Locker);
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// Set Visject Surface data
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GetOrCreateChunk(0)->Data.Copy(data);
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// Save
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AssetInitData assetData;
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assetData.SerializedVersion = 1;
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if (SaveAsset(assetData))
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{
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LOG(Error, "Cannot save \'{0}\'", ToString());
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return true;
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}
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return false;
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}
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#endif
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Asset::LoadResult BehaviorTree::load()
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{
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// Load graph
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const auto surfaceChunk = GetChunk(0);
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if (surfaceChunk == nullptr)
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return LoadResult::MissingDataChunk;
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MemoryReadStream surfaceStream(surfaceChunk->Get(), surfaceChunk->Size());
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if (Graph.Load(&surfaceStream, true))
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{
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LOG(Warning, "Failed to load graph \'{0}\'", ToString());
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return LoadResult::Failed;
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}
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return LoadResult::Ok;
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}
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void BehaviorTree::unload(bool isReloading)
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{
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// Clear resources
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Graph.Clear();
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}
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AssetChunksFlag BehaviorTree::getChunksToPreload() const
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{
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return GET_CHUNK_FLAG(0);
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}
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