Add BehaviorKnowledgeSelector for Behavior Knowledge unified data access
This commit is contained in:
@@ -5,41 +5,6 @@
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#include "BehaviorTreeNodes.h"
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#include "Engine/Engine/Time.h"
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BehaviorKnowledge::~BehaviorKnowledge()
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{
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FreeMemory();
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}
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void BehaviorKnowledge::InitMemory(BehaviorTree* tree)
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{
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ASSERT_LOW_LAYER(!Tree && tree);
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Tree = tree;
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Blackboard = Variant::NewValue(tree->Graph.Root->BlackboardType);
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RelevantNodes.Resize(tree->Graph.NodesCount, false);
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RelevantNodes.SetAll(false);
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if (!Memory && tree->Graph.NodesStatesSize)
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Memory = Allocator::Allocate(tree->Graph.NodesStatesSize);
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}
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void BehaviorKnowledge::FreeMemory()
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{
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if (Memory)
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{
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// Release any outstanding nodes state and memory
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ASSERT_LOW_LAYER(Tree);
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for (const auto& node : Tree->Graph.Nodes)
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{
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if (node.Instance && node.Instance->_executionIndex != -1 && RelevantNodes[node.Instance->_executionIndex])
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node.Instance->ReleaseState(Behavior, Memory);
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}
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Allocator::Free(Memory);
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Memory = nullptr;
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}
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RelevantNodes.Clear();
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Blackboard.DeleteValue();
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Tree = nullptr;
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}
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Behavior::Behavior(const SpawnParams& params)
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: Script(params)
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{
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168
Source/Engine/AI/BehaviorKnowledge.cpp
Normal file
168
Source/Engine/AI/BehaviorKnowledge.cpp
Normal file
@@ -0,0 +1,168 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "BehaviorKnowledge.h"
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#include "BehaviorTree.h"
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#include "BehaviorTreeNodes.h"
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#include "BehaviorKnowledgeSelector.h"
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#include "Engine/Scripting/Scripting.h"
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#include "Engine/Scripting/BinaryModule.h"
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#include "Engine/Scripting/ManagedCLR/MProperty.h"
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#if USE_CSHARP
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#include "Engine/Scripting/ManagedCLR/MClass.h"
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#include "Engine/Scripting/ManagedCLR/MField.h"
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#include "Engine/Scripting/ManagedCLR/MProperty.h"
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#include "Engine/Scripting/ManagedCLR/MUtils.h"
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#endif
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bool AccessVariant(Variant& instance, const StringAnsiView& member, Variant& value, bool set)
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{
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if (member.IsEmpty())
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{
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// Whole blackboard value
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CHECK_RETURN(instance.Type == value.Type, false);
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if (set)
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instance = value;
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else
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value = instance;
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return true;
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}
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// TODO: support further path for nested value types (eg. structure field access)
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const StringAnsiView typeName(instance.Type.TypeName);
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const ScriptingTypeHandle typeHandle = Scripting::FindScriptingType(typeName);
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if (typeHandle)
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{
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const ScriptingType& type = typeHandle.GetType();
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switch (type.Type)
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{
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case ScriptingTypes::Structure:
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{
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const String memberStr(member);
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// TODO: let SetField/GetField return boolean status of operation maybe?
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if (set)
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type.Struct.SetField(instance.AsBlob.Data, memberStr, value);
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else
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type.Struct.GetField(instance.AsBlob.Data, memberStr, value);
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return true;
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}
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default:
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{
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if (void* field = typeHandle.Module->FindField(typeHandle, member))
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{
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if (set)
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return !typeHandle.Module->SetFieldValue(field, instance, value);
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else
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return !typeHandle.Module->GetFieldValue(field, instance, value);
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}
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break;
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}
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}
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}
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#if USE_CSHARP
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if (const auto mClass = Scripting::FindClass(typeName))
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{
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MObject* instanceObject = MUtils::BoxVariant(instance);
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if (const auto mField = mClass->GetField(member.Get()))
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{
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bool failed;
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if (set)
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mField->SetValue(instanceObject, MUtils::VariantToManagedArgPtr(value, mField->GetType(), failed));
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else
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value = MUtils::UnboxVariant(mField->GetValueBoxed(instanceObject));
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return true;
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}
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else if (const auto mProperty = mClass->GetProperty(member.Get()))
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{
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if (set)
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mProperty->SetValue(instanceObject, MUtils::BoxVariant(value), nullptr);
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else
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value = MUtils::UnboxVariant(mProperty->GetValue(instanceObject, nullptr));
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return true;
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}
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}
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#endif
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else
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{
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LOG(Warning, "Missing scripting type \'{0}\'", String(typeName));
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}
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return false;
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}
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bool AccessBehaviorKnowledge(BehaviorKnowledge* knowledge, const StringAnsiView& path, Variant& value, bool set)
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{
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const int32 typeEnd = path.Find('/');
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if (typeEnd == -1)
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return false;
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const StringAnsiView type(path.Get(), typeEnd);
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if (type == "Blackboard")
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{
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const StringAnsiView member(path.Get() + typeEnd + 1, path.Length() - typeEnd - 1);
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return AccessVariant(knowledge->Blackboard, member, value, set);
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}
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// TODO: goals and sensors data access from BehaviorKnowledge via Selector
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return false;
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}
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bool BehaviorKnowledgeSelectorAny::Set(BehaviorKnowledge* knowledge, const Variant& value)
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{
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return knowledge && knowledge->Set(Path, value);
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}
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Variant BehaviorKnowledgeSelectorAny::Get(BehaviorKnowledge* knowledge)
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{
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Variant value;
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if (knowledge)
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knowledge->Get(Path, value);
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return value;
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}
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bool BehaviorKnowledgeSelectorAny::TryGet(BehaviorKnowledge* knowledge, Variant& value)
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{
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return knowledge && knowledge->Get(Path, value);
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}
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BehaviorKnowledge::~BehaviorKnowledge()
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{
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FreeMemory();
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}
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void BehaviorKnowledge::InitMemory(BehaviorTree* tree)
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{
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ASSERT_LOW_LAYER(!Tree && tree);
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Tree = tree;
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Blackboard = Variant::NewValue(tree->Graph.Root->BlackboardType);
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RelevantNodes.Resize(tree->Graph.NodesCount, false);
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RelevantNodes.SetAll(false);
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if (!Memory && tree->Graph.NodesStatesSize)
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Memory = Allocator::Allocate(tree->Graph.NodesStatesSize);
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}
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void BehaviorKnowledge::FreeMemory()
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{
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if (Memory)
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{
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// Release any outstanding nodes state and memory
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ASSERT_LOW_LAYER(Tree);
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for (const auto& node : Tree->Graph.Nodes)
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{
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if (node.Instance && node.Instance->_executionIndex != -1 && RelevantNodes[node.Instance->_executionIndex])
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node.Instance->ReleaseState(Behavior, Memory);
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}
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Allocator::Free(Memory);
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Memory = nullptr;
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}
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RelevantNodes.Clear();
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Blackboard.DeleteValue();
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Tree = nullptr;
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}
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bool BehaviorKnowledge::Get(const StringAnsiView& path, Variant& value)
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{
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return AccessBehaviorKnowledge(this, path, value, false);
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}
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bool BehaviorKnowledge::Set(const StringAnsiView& path, const Variant& value)
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{
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return AccessBehaviorKnowledge(this, path, const_cast<Variant&>(value), true);
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}
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@@ -51,4 +51,22 @@ API_CLASS() class FLAXENGINE_API BehaviorKnowledge : public ScriptingObject
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/// Releases the memory of the knowledge.
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/// </summary>
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void FreeMemory();
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/// <summary>
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/// Gets the knowledge item value via selector path.
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/// </summary>
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/// <seealso cref="BehaviorKnowledgeSelector{T}"/>
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/// <param name="path">Selector path.</param>
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/// <param name="value">Result value (valid only when returned true).</param>
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/// <returns>True if got value, otherwise false.</returns>
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API_FUNCTION() bool Get(const StringAnsiView& path, API_PARAM(Out) Variant& value);
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/// <summary>
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/// Sets the knowledge item value via selector path.
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/// </summary>
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/// <seealso cref="BehaviorKnowledgeSelector{T}"/>
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/// <param name="path">Selector path.</param>
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/// <param name="value">Value to set.</param>
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/// <returns>True if set value, otherwise false.</returns>
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API_FUNCTION() bool Set(const StringAnsiView& path, const Variant& value);
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};
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238
Source/Engine/AI/BehaviorKnowledgeSelector.cs
Normal file
238
Source/Engine/AI/BehaviorKnowledgeSelector.cs
Normal file
@@ -0,0 +1,238 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using System;
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namespace FlaxEngine
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{
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#if FLAX_EDITOR
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[CustomEditor(typeof(FlaxEditor.CustomEditors.Editors.BehaviorKnowledgeSelectorEditor))]
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#endif
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partial struct BehaviorKnowledgeSelectorAny : IComparable, IComparable<BehaviorKnowledgeSelectorAny>
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{
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/// <summary>
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/// Initializes a new instance of the <see cref="BehaviorKnowledgeSelectorAny"/> structure.
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/// </summary>
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/// <param name="path">The selector path.</param>
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public BehaviorKnowledgeSelectorAny(string path)
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{
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Path = path;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BehaviorKnowledgeSelectorAny"/> structure.
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/// </summary>
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/// <param name="other">The other selector.</param>
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public BehaviorKnowledgeSelectorAny(BehaviorKnowledgeSelectorAny other)
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{
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Path = other.Path;
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}
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/// <summary>
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/// Implicit cast operator from selector to string.
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/// </summary>
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/// <param name="value">Selector</param>
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/// <returns>Path</returns>
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public static implicit operator string(BehaviorKnowledgeSelectorAny value)
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{
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return value.Path;
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}
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/// <summary>
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/// Implicit cast operator from string to selector.
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/// </summary>
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/// <param name="value">Path</param>
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/// <returns>Selector</returns>
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public static implicit operator BehaviorKnowledgeSelectorAny(string value)
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{
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return new BehaviorKnowledgeSelectorAny(value);
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}
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/// <summary>
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/// Sets the selected knowledge value.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <param name="value">The value to set.</param>
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/// <returns>True if set value value, otherwise false.</returns>
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public bool Set(BehaviorKnowledge knowledge, object value)
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{
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return knowledge != null && knowledge.Set(Path, value);
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}
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/// <summary>
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/// Gets the selected knowledge value.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <returns>The output value or null (if cannot read it - eg. missing goal or no blackboard entry of that name).</returns>
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public object Get(BehaviorKnowledge knowledge)
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{
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object value = null;
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if (knowledge != null)
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knowledge.Get(Path, out value);
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return value;
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}
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/// <summary>
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/// Tries to get the selected knowledge value. Returns true if got value, otherwise false.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <param name="value">The output value.</param>
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/// <returns>True if got value, otherwise false.</returns>
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public bool TryGet(BehaviorKnowledge knowledge, out object value)
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{
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value = null;
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return knowledge != null && knowledge.Get(Path, out value);
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return Path;
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}
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/// <inheritdoc />
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public override int GetHashCode()
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{
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return Path?.GetHashCode() ?? 0;
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}
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/// <inheritdoc />
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public int CompareTo(object obj)
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{
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if (obj is BehaviorKnowledgeSelectorAny other)
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return CompareTo(other);
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return 0;
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}
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/// <inheritdoc />
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public int CompareTo(BehaviorKnowledgeSelectorAny other)
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{
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return string.Compare(Path, other.Path, StringComparison.Ordinal);
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}
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}
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/// <summary>
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/// Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.
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/// </summary>
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#if FLAX_EDITOR
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[CustomEditor(typeof(FlaxEditor.CustomEditors.Editors.BehaviorKnowledgeSelectorEditor))]
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#endif
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public struct BehaviorKnowledgeSelector<T> : IComparable, IComparable<BehaviorKnowledgeSelectorAny>, IComparable<BehaviorKnowledgeSelector<T>>
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{
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/// <summary>
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/// Selector path that redirects to the specific knowledge value.
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/// </summary>
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public string Path;
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/// <summary>
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/// Initializes a new instance of the <see cref="BehaviorKnowledgeSelectorAny"/> structure.
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/// </summary>
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/// <param name="path">The selector path.</param>
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public BehaviorKnowledgeSelector(string path)
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{
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Path = path;
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BehaviorKnowledgeSelectorAny"/> structure.
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/// </summary>
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/// <param name="other">The other selector.</param>
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public BehaviorKnowledgeSelector(BehaviorKnowledgeSelectorAny other)
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{
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Path = other.Path;
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}
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/// <summary>
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/// Implicit cast operator from selector to string.
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/// </summary>
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/// <param name="value">Selector</param>
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/// <returns>Path</returns>
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public static implicit operator string(BehaviorKnowledgeSelector<T> value)
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{
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return value.Path;
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}
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/// <summary>
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/// Implicit cast operator from string to selector.
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/// </summary>
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/// <param name="value">Path</param>
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/// <returns>Selector</returns>
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public static implicit operator BehaviorKnowledgeSelector<T>(string value)
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{
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return new BehaviorKnowledgeSelector<T>(value);
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}
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/// <summary>
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/// Sets the selected knowledge value.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <param name="value">The value to set.</param>
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/// <returns>True if set value value, otherwise false.</returns>
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public bool Set(BehaviorKnowledge knowledge, T value)
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{
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return knowledge != null && knowledge.Set(Path, value);
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}
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/// <summary>
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/// Gets the selected knowledge value.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <returns>The output value or null (if cannot read it - eg. missing goal or no blackboard entry of that name).</returns>
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public T Get(BehaviorKnowledge knowledge)
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{
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object value = null;
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if (knowledge != null)
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knowledge.Get(Path, out value);
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return (T)value;
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}
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/// <summary>
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/// Tries to get the selected knowledge value. Returns true if got value, otherwise false.
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/// </summary>
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/// <param name="knowledge">The knowledge container to access.</param>
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/// <param name="value">The output value.</param>
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/// <returns>True if got value, otherwise false.</returns>
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public bool TryGet(BehaviorKnowledge knowledge, out T value)
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{
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value = default;
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object tmp = null;
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bool result = knowledge != null && knowledge.Get(Path, out tmp);
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if (result)
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value = (T)tmp;
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return result;
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}
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/// <inheritdoc />
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public override string ToString()
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{
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return Path;
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}
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/// <inheritdoc />
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public override int GetHashCode()
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{
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return Path?.GetHashCode() ?? 0;
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}
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/// <inheritdoc />
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public int CompareTo(object obj)
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{
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if (obj is BehaviorKnowledgeSelectorAny otherAny)
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return CompareTo(otherAny);
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if (obj is BehaviorKnowledgeSelector<T> other)
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return CompareTo(other);
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return 0;
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}
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/// <inheritdoc />
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public int CompareTo(BehaviorKnowledgeSelectorAny other)
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{
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return string.Compare(Path, other.Path, StringComparison.Ordinal);
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}
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/// <inheritdoc />
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public int CompareTo(BehaviorKnowledgeSelector<T> other)
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{
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return string.Compare(Path, other.Path, StringComparison.Ordinal);
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}
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}
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}
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127
Source/Engine/AI/BehaviorKnowledgeSelector.h
Normal file
127
Source/Engine/AI/BehaviorKnowledgeSelector.h
Normal file
@@ -0,0 +1,127 @@
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Engine/Core/Types/Variant.h"
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#include "Engine/Serialization/SerializationFwd.h"
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class BehaviorKnowledge;
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/// <summary>
|
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/// Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.
|
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/// </summary>
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API_STRUCT(NoDefault, MarshalAs=StringAnsi) struct FLAXENGINE_API BehaviorKnowledgeSelectorAny
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(BehaviorKnowledgeSelectorAny);
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/// <summary>
|
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/// Selector path that redirects to the specific knowledge value.
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/// </summary>
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API_FIELD() StringAnsi Path;
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// Sets the selected knowledge value (as Variant).
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bool Set(BehaviorKnowledge* knowledge, const Variant& value);
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|
||||
// Gets the selected knowledge value (as Variant).
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Variant Get(BehaviorKnowledge* knowledge);
|
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|
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// Tries to get the selected knowledge value (as Variant). Returns true if got value, otherwise false.
|
||||
bool TryGet(BehaviorKnowledge* knowledge, Variant& value);
|
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|
||||
FORCE_INLINE bool operator==(const BehaviorKnowledgeSelectorAny& other) const
|
||||
{
|
||||
return Path == other.Path;
|
||||
}
|
||||
|
||||
BehaviorKnowledgeSelectorAny& operator=(const StringAnsiView& other) noexcept
|
||||
{
|
||||
Path = other;
|
||||
return *this;
|
||||
}
|
||||
|
||||
BehaviorKnowledgeSelectorAny& operator=(StringAnsi&& other) noexcept
|
||||
{
|
||||
Path = MoveTemp(other);
|
||||
return *this;
|
||||
}
|
||||
|
||||
operator StringAnsi() const
|
||||
{
|
||||
return Path;
|
||||
}
|
||||
};
|
||||
|
||||
/// <summary>
|
||||
/// Behavior knowledge value selector that can reference blackboard item, behavior goal or sensor values.
|
||||
/// </summary>
|
||||
template<typename T>
|
||||
API_STRUCT(InBuild, Template, MarshalAs=StringAnsi) struct FLAXENGINE_API BehaviorKnowledgeSelector : BehaviorKnowledgeSelectorAny
|
||||
{
|
||||
using BehaviorKnowledgeSelectorAny::Set;
|
||||
using BehaviorKnowledgeSelectorAny::Get;
|
||||
using BehaviorKnowledgeSelectorAny::TryGet;
|
||||
|
||||
// Sets the selected knowledge value (typed).
|
||||
FORCE_INLINE void Set(BehaviorKnowledge* knowledge, const T& value)
|
||||
{
|
||||
BehaviorKnowledgeSelectorAny::Set(knowledge, Variant(value));
|
||||
}
|
||||
|
||||
// Gets the selected knowledge value (typed).
|
||||
FORCE_INLINE T Get(BehaviorKnowledge* knowledge)
|
||||
{
|
||||
return (T)BehaviorKnowledgeSelectorAny::Get(knowledge);
|
||||
}
|
||||
|
||||
// Tries to get the selected knowledge value (typed). Returns true if got value, otherwise false.
|
||||
FORCE_INLINE bool TryGet(BehaviorKnowledge* knowledge, T& value)
|
||||
{
|
||||
Variant variant;
|
||||
if (BehaviorKnowledgeSelectorAny::TryGet(knowledge, variant))
|
||||
{
|
||||
value = (T)variant;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
BehaviorKnowledgeSelector& operator=(const StringAnsiView& other) noexcept
|
||||
{
|
||||
Path = other;
|
||||
return *this;
|
||||
}
|
||||
|
||||
BehaviorKnowledgeSelector& operator=(StringAnsi&& other) noexcept
|
||||
{
|
||||
Path = MoveTemp(other);
|
||||
return *this;
|
||||
}
|
||||
|
||||
operator StringAnsi() const
|
||||
{
|
||||
return Path;
|
||||
}
|
||||
};
|
||||
|
||||
inline uint32 GetHash(const BehaviorKnowledgeSelectorAny& key)
|
||||
{
|
||||
return GetHash(key.Path);
|
||||
}
|
||||
|
||||
// @formatter:off
|
||||
namespace Serialization
|
||||
{
|
||||
inline bool ShouldSerialize(const BehaviorKnowledgeSelectorAny& v, const void* otherObj)
|
||||
{
|
||||
return !otherObj || v.Path != ((BehaviorKnowledgeSelectorAny*)otherObj)->Path;
|
||||
}
|
||||
inline void Serialize(ISerializable::SerializeStream& stream, const BehaviorKnowledgeSelectorAny& v, const void* otherObj)
|
||||
{
|
||||
stream.String(v.Path);
|
||||
}
|
||||
inline void Deserialize(ISerializable::DeserializeStream& stream, BehaviorKnowledgeSelectorAny& v, ISerializeModifier* modifier)
|
||||
{
|
||||
v.Path = stream.GetTextAnsi();
|
||||
}
|
||||
}
|
||||
// @formatter:on
|
||||
@@ -1,9 +1,9 @@
|
||||
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
|
||||
|
||||
using System;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Runtime.InteropServices;
|
||||
#if FLAX_EDITOR
|
||||
using System;
|
||||
using FlaxEngine.Utilities;
|
||||
using FlaxEditor.Scripting;
|
||||
using FlaxEngine.GUI;
|
||||
|
||||
Reference in New Issue
Block a user