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166 lines (130 loc) · 2.7 KB
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#include "pch.h"
#include "BehaviorTree.h"
#include<assert.h>
using namespace BT;
void BehaviorTree::Tick()
{
Root->Tick();
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Sequence()
{
Behavior* Sq=Sequence::Create();
AddBehavior(Sq);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Action(EActionMode ActionModes)
{
Behavior* Ac;
switch (ActionModes)
{
case EActionMode::Attack:
Ac=Action_Attack::Create();
break;
case EActionMode::Patrol:
Ac= Action_Patrol::Create();
break;
case EActionMode::Runaway:
Ac=Action_Runaway::Create();
break;
default:
Ac = nullptr;
break;
}
AddBehavior(Ac);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Condition(EConditionMode ConditionMode,bool IsNegation)
{
Behavior* Cd;
switch (ConditionMode)
{
case EConditionMode::IsSeeEnemy:
Cd=Condition_IsSeeEnemy::Create(IsNegation);
break;
case EConditionMode::IsHealthLow:
Cd=Condition_IsHealthLow::Create(IsNegation);
break;
case EConditionMode::IsEnemyDead:
Cd = Condition_IsEnemyDead::Create(IsNegation);
break;
default:
Cd = nullptr;
break;
}
AddBehavior(Cd);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Selector()
{
Behavior* St=Selector::Create();
AddBehavior(St);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Repeat(int RepeatNum)
{
Behavior* Rp=Repeat::Create(RepeatNum);
AddBehavior(Rp);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::ActiveSelector()
{
Behavior* Ast = ActiveSelector::Create();
AddBehavior(Ast);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Filter()
{
Behavior* Ft = Filter::Create();
AddBehavior(Ft);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Parallel(EPolicy InSucess, EPolicy InFailure)
{
Behavior* Pl=Parallel::Create(InSucess,InFailure);
AddBehavior(Pl);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Monitor(EPolicy InSucess, EPolicy InFailure)
{
Behavior* Mt=Monitor::Create(InSucess,InFailure);
AddBehavior(Mt);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Back()
{
NodeStack.pop();
return this;
}
BehaviorTree* BehaviorTreeBuilder::End()
{
while (!NodeStack.empty())
{
NodeStack.pop();
}
BehaviorTree* Tmp= new BehaviorTree(TreeRoot);
TreeRoot = nullptr;
return Tmp;
}
void BehaviorTreeBuilder::AddBehavior(Behavior* NewBehavior)
{
assert(NewBehavior);
if (!TreeRoot)
{
TreeRoot=NewBehavior;
}
else
{
NodeStack.top()->AddChild(NewBehavior);
}
NodeStack.push(NewBehavior);
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Action(Behavior* NewBehavior)
{
AddBehavior(NewBehavior);
return this;
}
BehaviorTreeBuilder* BehaviorTreeBuilder::Condition(Behavior* NewBehavior)
{
AddBehavior(NewBehavior);
return this;
}