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FlaxEngine/Source/Engine/AI/BehaviorTreeNode.h

139 lines
5.3 KiB
C++

// Copyright (c) Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Collections/Array.h"
#include "Engine/Scripting/SerializableScriptingObject.h"
#include "BehaviorTypes.h"
/// <summary>
/// Base class for Behavior Tree nodes.
/// </summary>
API_CLASS(Abstract) class FLAXENGINE_API BehaviorTreeNode : public SerializableScriptingObject
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeNode, SerializableScriptingObject);
friend class Behavior;
friend class BehaviorTreeGraph;
friend class BehaviorKnowledge;
friend class BehaviorTreeSubTreeNode;
friend class BehaviorTreeCompoundNode;
protected:
// Raw memory byte offset from the start of the behavior memory block.
API_FIELD(ReadOnly) int32 _memoryOffset = 0;
// Execution index of the node within tree.
API_FIELD(ReadOnly) int32 _executionIndex = -1;
// Parent node that owns this node (parent composite or decorator attachment node).
API_FIELD(ReadOnly) BehaviorTreeNode* _parent = nullptr;
private:
Array<class BehaviorTreeDecorator*, InlinedAllocation<8>> _decorators;
public:
/// <summary>
/// Node user name (eg. Follow Enemy, or Pick up Weapon).
/// </summary>
API_FIELD() String Name;
/// <summary>
/// Initializes node state. Called after whole tree is loaded and nodes hierarchy is setup.
/// </summary>
/// <param name="tree">Node owner asset.</param>
API_FUNCTION() virtual void Init(BehaviorTree* tree)
{
}
/// <summary>
/// Gets the node instance state size. A chunk of the valid memory is passed via InitState to setup that memory chunk (one per-behavior).
/// </summary>
API_FUNCTION() virtual int32 GetStateSize() const
{
return 0;
}
/// <summary>
/// Initializes node instance state. Called when starting logic simulation for a given behavior. Call constructor of the state container.
/// </summary>
/// <param name="context">Behavior update context data.</param>
API_FUNCTION() virtual void InitState(const BehaviorUpdateContext& context)
{
}
/// <summary>
/// Cleanups node instance state. Called when stopping logic simulation for a given behavior. Call destructor of the state container.
/// </summary>
/// <param name="context">Behavior update context data.</param>
API_FUNCTION() virtual void ReleaseState(const BehaviorUpdateContext& context)
{
}
/// <summary>
/// Updates node logic.
/// </summary>
/// <param name="context">Behavior update context data.</param>
/// <returns>Operation result enum.</returns>
API_FUNCTION() virtual BehaviorUpdateResult Update(const BehaviorUpdateContext& context)
{
return BehaviorUpdateResult::Success;
}
#if USE_EDITOR
/// <summary>
/// Gets the node debug state text (multiline). Used in Editor-only to display nodes state. Can be called without valid Behavior/Knowledge/Memory to display default debug info (eg. node properties).
/// </summary>
/// <param name="context">Behavior context data.</param>
/// <returns>Debug info text (multiline).</returns>
API_FUNCTION() virtual String GetDebugInfo(const BehaviorUpdateContext& context) const
{
return String::Empty;
}
#endif
// Helper utility to update node with state creation/cleanup depending on node relevancy.
BehaviorUpdateResult InvokeUpdate(const BehaviorUpdateContext& context);
// Helper utility to make node relevant and init it state.
virtual void BecomeRelevant(const BehaviorUpdateContext& context);
// Helper utility to make node irrelevant and release its state (including any nested nodes).
virtual void BecomeIrrelevant(const BehaviorUpdateContext& context);
// [SerializableScriptingObject]
void Serialize(SerializeStream& stream, const void* otherObj) override;
void Deserialize(DeserializeStream& stream, ISerializeModifier* modifier) override;
public:
// Returns the typed node state at the given memory address.
template<typename T>
T* GetState(void* memory) const
{
ASSERT((int32)sizeof(T) <= GetStateSize());
return reinterpret_cast<T*>((byte*)memory + _memoryOffset);
}
};
/// <summary>
/// Base class for Behavior Tree node decorators. Decorators can implement conditional filtering or override node logic and execution flow.
/// </summary>
API_CLASS(Abstract) class FLAXENGINE_API BehaviorTreeDecorator : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeDecorator, BehaviorTreeNode);
/// <summary>
/// Checks if the node can be updated (eg. decorator can block it depending on the gameplay conditions or its state).
/// </summary>
/// <param name="context">Behavior update context data.</param>
/// <returns>True if can update, otherwise false to block it.</returns>
API_FUNCTION() virtual bool CanUpdate(const BehaviorUpdateContext& context)
{
return true;
}
/// <summary>
/// Called after node update to post-process result or perform additional action.
/// </summary>
/// <param name="context">Behavior update context data.</param>
/// <param name="result">The node update result. Can be modified by the decorator (eg. to force success).</param>
API_FUNCTION() virtual void PostUpdate(const BehaviorUpdateContext& context, API_PARAM(ref) BehaviorUpdateResult& result)
{
}
};