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Copy pathBehaviorOptimized.cpp
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208 lines (175 loc) · 3.61 KB
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#include "pch.h"
#include "BehaviorOptimized.h"
#include <algorithm>
extern std::_Binder<std::_Unforced, std::uniform_int_distribution<>&, std::default_random_engine&> dice;
using namespace BTOptimized;
EStatus Behavior::Tick()
{
if (Status != EStatus::Running)
{
OnInitialize();
}
Status = Update();
if (Status != EStatus::Running)
{
OnTerminate(Status);
}
return Status;
}
EStatus Repeat::Update()
{
while (true)
{
Child->Tick();
if (Child->IsRunning())return EStatus::Success;
if (Child->IsFailuer())return EStatus::Failure;
if (++Count == Limited)return EStatus::Success;
Child->Reset();
}
return EStatus::Invalid;
}
void Composite::RemoveChild(size_t InChild)
{
Children[InChild] = 0;
}
EStatus Sequence::Update()
{
while (true)
{
EStatus s = GetChild(CurrChild)->Tick();
if (s != EStatus::Success)
return s;
if (++CurrChild == ChildrenCount)
return EStatus::Success;
}
return EStatus::Invalid;
}
EStatus Selector::Update()
{
while (true)
{
EStatus s = GetChild(CurrChild)->Tick();
if (s != EStatus::Failure)
return s;
if (++CurrChild == ChildrenCount)
return EStatus::Failure;
}
return EStatus::Invalid;
}
EStatus Parallel::Update()
{
int SuccessCount = 0, FailureCount = 0;
for (int i = 0; i < ChildrenCount;++i)
{
if (!GetChild(i)->IsTerminate())
GetChild(i)->Tick();
if (GetChild(i)->IsSuccess())
{
++SuccessCount;
if (SucessPolicy == EPolicy::RequireOne)
{
GetChild(i)->Reset();
return EStatus::Success;
}
}
if (GetChild(i)->IsFailuer())
{
++FailureCount;
if (FailurePolicy == EPolicy::RequireOne)
{
GetChild(i)->Reset();
return EStatus::Failure;
}
}
}
if (FailurePolicy == EPolicy::RequireAll&&FailureCount == ChildrenCount)
{
for (int i = 0; i < ChildrenCount;++i)
{
GetChild(i)->Reset();
}
return EStatus::Failure;
}
if (SucessPolicy == EPolicy::RequireAll&&SuccessCount == ChildrenCount)
{
for (int i = 0; i < ChildrenCount; ++i)
{
GetChild(i)->Reset();
}
return EStatus::Success;
}
return EStatus::Running;
}
void Parallel::OnTerminate(EStatus InStatus)
{
for (int i = 0; i < ChildrenCount; ++i)
{
if (GetChild(i)->IsRunning())
GetChild(i)->Abort();
}
}
EStatus ActiveSelector::Update()
{
uint16_t Previous = CurrChild;
Selector::OnInitialize();
EStatus result = Selector::Update();
if (Previous != ChildrenCount&&CurrChild != Previous)
{
GetChild(Previous)->Abort();
}
return result;
}
EStatus Condition_IsSeeEnemy::Update()
{
if (dice() > 50)
{
std::cout << "See enemy!" << std::endl;
return !IsNegation ? EStatus::Success : EStatus::Failure;
}
else
{
std::cout << "Not see enemy" << std::endl;
return !IsNegation ? EStatus::Failure : EStatus::Success;
}
}
EStatus Condition_IsHealthLow::Update()
{
if (dice() > 80)
{
std::cout << "Health is low" << std::endl;
return !IsNegation ? EStatus::Success : EStatus::Failure;
}
else
{
std::cout << "Health is not low" << std::endl;
return !IsNegation ? EStatus::Failure : EStatus::Success;
}
}
EStatus Condition_IsEnemyDead::Update()
{
if (dice() > 50)
{
std::cout << "Enemy is Dead" << std::endl;
return !IsNegation ? EStatus::Success : EStatus::Failure;
}
else
{
std::cout << "Enemy is not Dead" << std::endl;
return !IsNegation ? EStatus::Failure : EStatus::Success;
}
}
EStatus Action_Attack::Update()
{
std::cout << "Action_Attack " << std::endl;
return EStatus::Success;
}
EStatus Action_Patrol::Update()
{
std::cout << "Action_Patrol" << std::endl;
return EStatus::Success;
}
EStatus Action_Runaway::Update()
{
std::cout << "Action_Runaway" << std::endl;
return EStatus::Success;
}