139 lines
5.3 KiB
C++
139 lines
5.3 KiB
C++
// Copyright (c) 2012-2024 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)
|
|
{
|
|
}
|
|
};
|