Files
FlaxEngine/Source/Engine/AI/BehaviorTreeNodes.h
2023-09-24 19:26:41 +02:00

485 lines
18 KiB
C++

// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
#pragma once
#include "BehaviorKnowledge.h"
#include "BehaviorTreeNode.h"
#include "BehaviorKnowledgeSelector.h"
#include "Engine/Core/Collections/Array.h"
#include "Engine/Core/Collections/BitArray.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Scripting/ScriptingObjectReference.h"
#include "Engine/Content/AssetReference.h"
#include "Engine/Level/Tags.h"
#include "Engine/Navigation/NavMeshRuntime.h"
class Actor;
/// <summary>
/// Base class for compound Behavior Tree nodes that composite child nodes.
/// </summary>
API_CLASS(Abstract) class FLAXENGINE_API BehaviorTreeCompoundNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeCompoundNode, BehaviorTreeNode);
/// <summary>
/// List with all child nodes.
/// </summary>
API_FIELD(Readonly) Array<BehaviorTreeNode*, InlinedAllocation<8>> Children;
public:
// [BehaviorTreeNode]
void Init(BehaviorTree* tree) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
protected:
// [BehaviorTreeNode]
void BecomeIrrelevant(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Sequence node updates all its children (from left to right) as long as they return success. If any child fails, the sequence is failed.
/// </summary>
API_CLASS() class FLAXENGINE_API BehaviorTreeSequenceNode : public BehaviorTreeCompoundNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeSequenceNode, BehaviorTreeCompoundNode);
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
private:
struct State
{
int32 CurrentChildIndex = 0;
};
};
/// <summary>
/// Selector node updates all its children (from left to right) until one of them succeeds. If all children fail, the selector fails.
/// </summary>
API_CLASS() class FLAXENGINE_API BehaviorTreeSelectorNode : public BehaviorTreeCompoundNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeSelectorNode, BehaviorTreeCompoundNode);
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
private:
struct State
{
int32 CurrentChildIndex = 0;
};
};
/// <summary>
/// Root node of the behavior tree. Contains logic properties and definitions for the runtime.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeRootNode : public BehaviorTreeSequenceNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeRootNode, BehaviorTreeSequenceNode);
API_AUTO_SERIALIZATION();
// Full typename of the blackboard data type (structure or class). Spawned for each instance of the behavior.
API_FIELD(Attributes="EditorOrder(0), TypeReference(\"\", \"IsValidBlackboardType\"), CustomEditorAlias(\"FlaxEditor.CustomEditors.Editors.TypeNameEditor\")")
StringAnsi BlackboardType;
// List of full typenames of the behavior goals (structure or class).
API_FIELD(Attributes="EditorOrder(10), Collection(OverrideEditorTypeName=\"FlaxEditor.CustomEditors.Editors.TypeNameEditor\")")
Array<StringAnsi> GoalTypes;
// The target amount of the behavior logic updates per second.
API_FIELD(Attributes="EditorOrder(100)")
float UpdateFPS = 10.0f;
};
/// <summary>
/// Delay node that waits a specific amount of time while executed.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeDelayNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeDelayNode, BehaviorTreeNode);
API_AUTO_SERIALIZATION();
// Time in seconds to wait when node gets activated. Unused if WaitTimeSelector is used.
API_FIELD(Attributes="EditorOrder(10), Limit(0)")
float WaitTime = 3.0f;
// Wait time randomization range to deviate original value.
API_FIELD(Attributes="EditorOrder(20), Limit(0)")
float RandomDeviation = 0.0f;
// Wait time from behavior's knowledge (blackboard, goal or sensor). If set, overrides WaitTime but still uses RandomDeviation.
API_FIELD(Attributes="EditorOrder(30)")
BehaviorKnowledgeSelector<float> WaitTimeSelector;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
#if USE_EDITOR
String GetDebugInfo(const BehaviorUpdateContext& context) const override;
#endif
private:
struct State
{
float TimeLeft;
};
};
/// <summary>
/// Sub-tree node runs a nested Behavior Tree within this tree.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeSubTreeNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeSubTreeNode, BehaviorTreeNode);
API_AUTO_SERIALIZATION();
// Nested behavior tree to execute within this node.
API_FIELD(Attributes="EditorOrder(10), Limit(0)")
AssetReference<BehaviorTree> Tree;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
void ReleaseState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
private:
struct State
{
Array<byte> Memory;
BitArray<> RelevantNodes;
};
};
/// <summary>
/// Forces behavior execution end with a specific result (eg. force fail).
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeForceFinishNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeForceFinishNode, BehaviorTreeNode);
API_AUTO_SERIALIZATION();
// Execution result.
API_FIELD() BehaviorUpdateResult Result = BehaviorUpdateResult::Success;
public:
// [BehaviorTreeNode]
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Moves an actor to the specific target location. Uses pathfinding on navmesh.
/// </summary>
API_CLASS() class FLAXENGINE_API BehaviorTreeMoveToNode : public BehaviorTreeNode
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeMoveToNode, BehaviorTreeNode);
API_AUTO_SERIALIZATION();
// The agent actor to move. If not set, uses Behavior's parent actor.
API_FIELD(Attributes="EditorOrder(10)")
BehaviorKnowledgeSelector<Actor*> Agent;
// The agent movement speed. Default value is 100 units/second.
API_FIELD(Attributes="EditorOrder(15)")
BehaviorKnowledgeSelector<float> MovementSpeed;
// The target movement object.
API_FIELD(Attributes="EditorOrder(30)")
BehaviorKnowledgeSelector<Actor*> Target;
// The target movement location.
API_FIELD(Attributes="EditorOrder(35)")
BehaviorKnowledgeSelector<Vector3> TargetLocation;
// Threshold value between Agent and Target goal location for destination reach test.
API_FIELD(Attributes="EditorOrder(100), Limit(0)")
float AcceptableRadius = 5.0f;
// Threshold value for the Target actor location offset that will trigger re-pathing to find a new path.
API_FIELD(Attributes="EditorOrder(110), Limit(0)")
float TargetGoalUpdateTolerance = 4.0f;
// If checked, the movement will use navigation system pathfinding, otherwise direct motion to the target location will happen.
API_FIELD(Attributes="EditorOrder(120)")
bool UsePathfinding = true;
// If checked, the movement will start even if there is no direct path to the target (only partial).
API_FIELD(Attributes="EditorOrder(130)")
bool UsePartialPath = true;
// If checked, the target goal location will be updated while Target actor moves.
API_FIELD(Attributes="EditorOrder(140)")
bool UseTargetGoalUpdate = true;
public:
// Applies the movement to the agent. Returns true if cannot move.
API_FUNCTION() virtual bool Move(Actor* agent, const Vector3& move) const;
// Returns the navmesh to use for the path-finding. Can query nav agent properties from the agent actor to select navmesh.
API_FUNCTION() virtual NavMeshRuntime* GetNavMesh(Actor* agent) const;
// Returns the agent dimensions used for path following (eg. goal reachability test).
API_FUNCTION() virtual void GetAgentSize(Actor* agent, API_PARAM(Out) float& outRadius, API_PARAM(Out) float& outHeight) const;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
void ReleaseState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
#if USE_EDITOR
String GetDebugInfo(const BehaviorUpdateContext& context) const override;
#endif
protected:
struct State
{
bool HasPath = false; // True if has Path computed
bool HasTick = false; // True if OnUpdate is binded
Vector3 GoalLocation;
BehaviorTreeMoveToNode* Node;
BehaviorKnowledge* Knowledge;
ScriptingObjectReference<Actor> Agent;
Array<Vector3> Path;
Vector3 AgentOffset; // Offset between agent position and path position (aka feet offset)
float NavAgentRadius; // Size of the agent used to compute navmesh
Float3 UpVector; // Path Up vector (from navmesh orientation)
int32 TargetPathIndex; // Index of the next path point to go to
BehaviorUpdateResult Result; // Current result of the OnUpdate
void OnUpdate();
};
};
/// <summary>
/// Inverts node's result - fails if node succeeded or succeeds if node failed.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeInvertDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeInvertDecorator, BehaviorTreeDecorator);
public:
// [BehaviorTreeNode]
void PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result) override;
};
/// <summary>
/// Forces node to success - even if it failed.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeForceSuccessDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeForceSuccessDecorator, BehaviorTreeDecorator);
public:
// [BehaviorTreeNode]
void PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result) override;
};
/// <summary>
/// Forces node to fail - even if it succeeded.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeForceFailedDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeForceFailedDecorator, BehaviorTreeDecorator);
public:
// [BehaviorTreeNode]
void PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result) override;
};
/// <summary>
/// Loops node execution multiple times as long as it doesn't fail. Returns the last iteration result.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeLoopDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeLoopDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// Amount of times to execute the node. Unused if LoopCountSelector is used.
API_FIELD(Attributes="EditorOrder(10), Limit(0)")
int32 LoopCount = 3;
// Amount of times to execute the node from behavior's knowledge (blackboard, goal or sensor). If set, overrides LoopCount.
API_FIELD(Attributes="EditorOrder(20)")
BehaviorKnowledgeSelector<int32> LoopCountSelector;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
void PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result) override;
struct State
{
int32 Loops;
};
};
/// <summary>
/// Limits maximum duration of the node execution time (in seconds). Node will fail if it runs out of time.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeTimeLimitDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeTimeLimitDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// Maximum node execution time (in seconds). Unused if MaxDurationSelector is used.
API_FIELD(Attributes="EditorOrder(10), Limit(0)")
float MaxDuration = 3.0;
// Duration time randomization range to deviate original value.
API_FIELD(Attributes="EditorOrder(20), Limit(0)")
float RandomDeviation = 0.0f;
// Maximum node execution time (in seconds) from behavior's knowledge (blackboard, goal or sensor). If set, overrides MaxDuration but still uses RandomDeviation.
API_FIELD(Attributes="EditorOrder(20)")
BehaviorKnowledgeSelector<float> MaxDurationSelector;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
BehaviorUpdateResult Update(const BehaviorUpdateContext& context) override;
struct State
{
float TimeLeft;
};
};
/// <summary>
/// Adds cooldown in between node executions.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeCooldownDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeCooldownDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// Minimum cooldown time (in seconds). Unused if MinDurationSelector is used.
API_FIELD(Attributes="EditorOrder(10), Limit(0)")
float MinDuration = 3.0;
// Duration time randomization range to deviate original value.
API_FIELD(Attributes="EditorOrder(20), Limit(0)")
float RandomDeviation = 0.0f;
// Minimum cooldown time (in seconds) from behavior's knowledge (blackboard, goal or sensor). If set, overrides MinDuration but still uses RandomDeviation.
API_FIELD(Attributes="EditorOrder(20)")
BehaviorKnowledgeSelector<float> MinDurationSelector;
public:
// [BehaviorTreeNode]
int32 GetStateSize() const override;
void InitState(const BehaviorUpdateContext& context) override;
void ReleaseState(const BehaviorUpdateContext& context) override;
bool CanUpdate(const BehaviorUpdateContext& context) override;
void PostUpdate(const BehaviorUpdateContext& context, BehaviorUpdateResult& result) override;
struct State
{
float EndTime;
};
};
/// <summary>
/// Checks certain knowledge value to conditionally enter the node.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeKnowledgeConditionalDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeKnowledgeConditionalDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision.
API_FIELD(Attributes="EditorOrder(0)")
BehaviorKnowledgeSelectorAny ValueA;
// The second value to use for comparision.
API_FIELD(Attributes="EditorOrder(10)")
float ValueB = 0.0f;
// Values comparision mode.
API_FIELD(Attributes="EditorOrder(20)")
BehaviorValueComparison Comparison = BehaviorValueComparison::Equal;
public:
// [BehaviorTreeNode]
bool CanUpdate(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Checks certain knowledge value to conditionally enter the node.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeKnowledgeValuesConditionalDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeKnowledgeValuesConditionalDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// The first value from behavior's knowledge (blackboard, goal or sensor) to use for comparision.
API_FIELD(Attributes="EditorOrder(0)")
BehaviorKnowledgeSelectorAny ValueA;
// The second value from behavior's knowledge (blackboard, goal or sensor) to use for comparision.
API_FIELD(Attributes="EditorOrder(10)")
BehaviorKnowledgeSelectorAny ValueB;
// Values comparision mode.
API_FIELD(Attributes="EditorOrder(20)")
BehaviorValueComparison Comparison = BehaviorValueComparison::Equal;
public:
// [BehaviorTreeNode]
bool CanUpdate(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Checks if certain actor (from knowledge) has a given tag assigned.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeHasTagDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeHasTagDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// The actor value from behavior's knowledge (blackboard, goal or sensor) to check against tag ownership.
API_FIELD(Attributes="EditorOrder(0)")
BehaviorKnowledgeSelector<Actor*> Actor;
// The tag to check.
API_FIELD(Attributes="EditorOrder(10)")
Tag Tag;
// If checked, inverts condition - checks if actor doesn't have a tag.
API_FIELD(Attributes="EditorOrder(20)")
bool Invert = false;
public:
// [BehaviorTreeNode]
bool CanUpdate(const BehaviorUpdateContext& context) override;
};
/// <summary>
/// Checks if certain goal has been added to Behavior knowledge.
/// </summary>
API_CLASS(Sealed) class FLAXENGINE_API BehaviorTreeHasGoalDecorator : public BehaviorTreeDecorator
{
DECLARE_SCRIPTING_TYPE_WITH_CONSTRUCTOR_IMPL(BehaviorTreeHasGoalDecorator, BehaviorTreeDecorator);
API_AUTO_SERIALIZATION();
// The goal type to check.
API_FIELD(Attributes="EditorOrder(0), BehaviorKnowledgeSelector(IsGoalSelector = true)")
BehaviorKnowledgeSelectorAny Goal;
public:
// [BehaviorTreeNode]
bool CanUpdate(const BehaviorUpdateContext& context) override;
};