252 lines
7.5 KiB
C++
252 lines
7.5 KiB
C++
// 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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if (set)
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{
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CHECK_RETURN(instance.Type == value.Type, false);
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instance = value;
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}
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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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if (type == "Goal")
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{
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const StringAnsiView subPath(path.Get() + typeEnd + 1, path.Length() - typeEnd - 1);
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const int32 goalTypeEnd = subPath.Find('/');
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const StringAnsiView goalType(subPath.Get(), goalTypeEnd);
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const StringAnsiView member(subPath.Get() + goalTypeEnd + 1, subPath.Length() - goalTypeEnd - 1);
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for (Variant& goal : knowledge->Goals)
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{
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if (goalType == goal.Type.GetTypeName())
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{
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return AccessVariant(goal, member, value, set);
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}
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}
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}
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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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BehaviorUpdateContext context;
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context.Behavior = Behavior;
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context.Knowledge = this;
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context.Memory = Memory;
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context.RelevantNodes = &RelevantNodes;
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context.DeltaTime = 0.0f;
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context.Time = 0.0f;
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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(context);
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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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for (Variant& goal : Goals)
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goal.DeleteValue();
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Goals.Resize(0);
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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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bool BehaviorKnowledge::HasGoal(ScriptingTypeHandle type) const
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{
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for (int32 i = 0; i < Goals.Count(); i++)
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{
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const ScriptingTypeHandle goalType = Scripting::FindScriptingType(Goals[i].Type.GetTypeName());
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if (goalType == type)
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return true;
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}
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return false;
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}
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void BehaviorKnowledge::AddGoal(Variant&& goal)
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{
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int32 i = 0;
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for (; i < Goals.Count(); i++)
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{
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if (Goals[i].Type == goal.Type)
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break;
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}
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if (i == Goals.Count())
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Goals.AddDefault();
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Goals.Get()[i] = MoveTemp(goal);
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}
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void BehaviorKnowledge::RemoveGoal(ScriptingTypeHandle type)
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{
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for (int32 i = 0; i < Goals.Count(); i++)
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{
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const ScriptingTypeHandle goalType = Scripting::FindScriptingType(Goals[i].Type.GetTypeName());
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if (goalType == type)
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{
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Goals.RemoveAt(i);
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break;
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}
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}
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}
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bool BehaviorKnowledge::CompareValues(float a, float b, BehaviorValueComparison comparison)
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{
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switch (comparison)
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{
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case BehaviorValueComparison::Equal:
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return Math::NearEqual(a, b);
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case BehaviorValueComparison::NotEqual:
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return Math::NotNearEqual(a, b);
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case BehaviorValueComparison::Less:
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return a < b;
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case BehaviorValueComparison::LessEqual:
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return a <= b;
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case BehaviorValueComparison::Greater:
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return a > b;
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case BehaviorValueComparison::GreaterEqual:
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return a >= b;
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default:
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return false;
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}
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}
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