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FlaxEngine/Source/Engine/AI/BehaviorTree.cpp

290 lines
8.3 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#include "BehaviorTree.h"
#include "BehaviorTreeNode.h"
#include "BehaviorTreeNodes.h"
#include "Engine/Core/Collections/Sorting.h"
#include "Engine/Content/Factories/BinaryAssetFactory.h"
#include "Engine/Content/JsonAsset.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Serialization/JsonSerializer.h"
#include "Engine/Serialization/MemoryReadStream.h"
#include "Engine/Threading/Threading.h"
#include "FlaxEngine.Gen.h"
#if USE_EDITOR
#include "Engine/Level/Level.h"
#endif
REGISTER_BINARY_ASSET(BehaviorTree, "FlaxEngine.BehaviorTree", false);
bool SortBehaviorTreeChildren(GraphBox* const& a, GraphBox* const& b)
{
// Sort by node X coordinate on surface
auto aNode = (BehaviorTreeGraph::Node*)a->Parent;
auto bNode = (BehaviorTreeGraph::Node*)b->Parent;
auto aEntry = aNode->Meta.GetEntry(11);
auto bEntry = bNode->Meta.GetEntry(11);
auto aX = aEntry && aEntry->Data.HasItems() ? ((Float2*)aEntry->Data.Get())->X : (float)aNode->ID;
auto bX = bEntry && bEntry->Data.HasItems() ? ((Float2*)bEntry->Data.Get())->X : (float)bNode->ID;
return aX < bX;
}
BehaviorTreeGraphNode::~BehaviorTreeGraphNode()
{
SAFE_DELETE(Instance);
}
void BehaviorTreeGraph::Clear()
{
VisjectGraph<BehaviorTreeGraphNode>::Clear();
Root = nullptr;
NodesCount = 0;
NodesStatesSize = 0;
}
bool BehaviorTreeGraph::onNodeLoaded(Node* n)
{
if (n->GroupID == 19 && (n->TypeID == 1 || n->TypeID == 2 || n->TypeID == 3))
{
// Create node instance object
ScriptingTypeHandle type = Scripting::FindScriptingType((StringAnsiView)n->Values[0]);
if (!type)
type = Scripting::FindScriptingType(StringAnsi((StringView)n->Values[0]));
if (type)
{
n->Instance = (BehaviorTreeNode*)Scripting::NewObject(type);
const Variant& data = n->Values[1];
if (data.Type == VariantType::Blob)
JsonSerializer::LoadFromBytes(n->Instance, Span<byte>((byte*)data.AsBlob.Data, data.AsBlob.Length), FLAXENGINE_VERSION_BUILD);
}
else
{
const String name = n->Values[0].ToString();
if (name.HasChars())
LOG(Error, "Missing type '{0}'", name);
}
}
return VisjectGraph<BehaviorTreeGraphNode>::onNodeLoaded(n);
}
void BehaviorTreeGraph::Setup(BehaviorTree* tree)
{
// Find root node
Node* root = nullptr;
Root = nullptr;
for (Node& node : Nodes)
{
if (node.Instance && node.GroupID == 19 && node.TypeID == 2)
{
// Find root node
if (node.Instance->GetTypeHandle() == BehaviorTreeRootNode::TypeInitializer)
Root = (BehaviorTreeRootNode*)node.Instance;
root = &node;
break;
}
}
if (!Root)
return;
// Setup nodes hierarchy
NodesCount = 0;
NodesStatesSize = 0;
SetupRecursive(*root);
// Init graph with asset
Root->Init(tree);
}
void BehaviorTreeGraph::SetupRecursive(Node& node)
{
// Count total states memory size
ASSERT_LOW_LAYER(node.Instance);
node.Instance->_memoryOffset = NodesStatesSize;
node.Instance->_executionIndex = NodesCount;
NodesStatesSize += node.Instance->GetStateSize();
NodesCount++;
if (node.TypeID == 1 && node.Values.Count() >= 3)
{
// Load node decorators
const auto& decoratorIds = node.Values[2];
if (decoratorIds.Type.Type == VariantType::Blob && decoratorIds.AsBlob.Length)
{
const Span<uint32> ids((uint32*)decoratorIds.AsBlob.Data, decoratorIds.AsBlob.Length / sizeof(uint32));
for (int32 i = 0; i < ids.Length(); i++)
{
Node* decorator = GetNode(ids[i]);
if (decorator && decorator->Instance && decorator->Instance->Is<BehaviorTreeDecorator>())
{
node.Instance->_decorators.Add((BehaviorTreeDecorator*)decorator->Instance);
decorator->Instance->_parent = node.Instance;
SetupRecursive(*decorator);
}
}
}
}
if (auto* nodeCompound = ScriptingObject::Cast<BehaviorTreeCompoundNode>(node.Instance))
{
auto& children = node.Boxes[1].Connections;
// Sort children from left to right (based on placement on a graph surface)
Sorting::QuickSort(children.Get(), children.Count(), SortBehaviorTreeChildren);
// Find all children (of output box)
for (const GraphBox* childBox : children)
{
Node* child = childBox ? (Node*)childBox->Parent : nullptr;
if (child && child->Instance)
{
nodeCompound->Children.Add(child->Instance);
child->Instance->_parent = nodeCompound;
SetupRecursive(*child);
}
}
}
}
BehaviorTree::BehaviorTree(const SpawnParams& params, const AssetInfo* info)
: BinaryAsset(params, info)
{
}
BytesContainer BehaviorTree::LoadSurface()
{
if (WaitForLoaded())
return BytesContainer();
ScopeLock lock(Locker);
if (!LoadChunks(GET_CHUNK_FLAG(0)))
{
const auto data = GetChunk(0);
BytesContainer result;
result.Copy(data->Data);
return result;
}
LOG(Warning, "\'{0}\' surface data is missing.", ToString());
return BytesContainer();
}
#if USE_EDITOR
bool BehaviorTree::SaveSurface(const BytesContainer& data)
{
// Wait for asset to be loaded or don't if last load failed
if (LastLoadFailed())
{
LOG(Warning, "Saving asset that failed to load.");
}
else if (WaitForLoaded())
{
LOG(Error, "Asset loading failed. Cannot save it.");
return true;
}
ScopeLock lock(Locker);
// Set Visject Surface data
GetOrCreateChunk(0)->Data.Copy(data);
// Save
AssetInitData assetData;
assetData.SerializedVersion = 1;
if (SaveAsset(assetData))
{
LOG(Error, "Cannot save \'{0}\'", ToString());
return true;
}
return false;
}
void BehaviorTree::OnScriptsReloadStart()
{
// Include all node instances in hot-reload
for (BehaviorTreeGraphNode& n : Graph.Nodes)
{
Level::ScriptsReloadRegisterObject((ScriptingObject*&)n.Instance);
}
// Clear state
Graph.Root = nullptr;
Graph.NodesCount = 0;
Graph.NodesStatesSize = 0;
}
void BehaviorTree::OnScriptsReloadEnd()
{
// Node instances were restored so update the graph cached structure (root, children, decorators, etc.)
Graph.Setup(this);
}
void BehaviorTree::GetReferences(Array<Guid>& output) const
{
// Base
BinaryAsset::GetReferences(output);
Graph.GetReferences(output);
// Extract refs from serialized nodes data
for (const BehaviorTreeGraphNode& n : Graph.Nodes)
{
if (n.Instance == nullptr)
continue;
const Variant& data = n.Values[1];
if (data.Type == VariantType::Blob)
JsonAssetBase::GetReferences(StringAnsiView((char*)data.AsBlob.Data, data.AsBlob.Length), output);
}
}
#endif
void BehaviorTree::OnScriptingDispose()
{
// Dispose any node instances to prevent crashes (scripting is released before content)
for (BehaviorTreeGraphNode& n : Graph.Nodes)
{
SAFE_DELETE(n.Instance);
}
BinaryAsset::OnScriptingDispose();
}
Asset::LoadResult BehaviorTree::load()
{
// Load graph
const auto surfaceChunk = GetChunk(0);
if (surfaceChunk == nullptr)
return LoadResult::MissingDataChunk;
MemoryReadStream surfaceStream(surfaceChunk->Get(), surfaceChunk->Size());
if (Graph.Load(&surfaceStream, true))
{
LOG(Warning, "Failed to load graph \'{0}\'", ToString());
return LoadResult::Failed;
}
Graph.Setup(this);
#if USE_EDITOR
Level::ScriptsReloadStart.Bind<BehaviorTree, &BehaviorTree::OnScriptsReloadStart>(this);
Level::ScriptsReloadEnd.Bind<BehaviorTree, &BehaviorTree::OnScriptsReloadEnd>(this);
#endif
return LoadResult::Ok;
}
void BehaviorTree::unload(bool isReloading)
{
#if USE_EDITOR
Level::ScriptsReloadStart.Unbind<BehaviorTree, &BehaviorTree::OnScriptsReloadStart>(this);
Level::ScriptsReloadEnd.Unbind<BehaviorTree, &BehaviorTree::OnScriptsReloadEnd>(this);
#endif
// Clear resources
Graph.Clear();
}
AssetChunksFlag BehaviorTree::getChunksToPreload() const
{
return GET_CHUNK_FLAG(0);
}