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beehave_selector.cpp
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127 lines (108 loc) · 4.53 KB
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/**************************************************************************/
/* beehave_selector.cpp */
/**************************************************************************/
/* This file is part of: */
/* BEEHAVE */
/* https://bitbra.in/beehave */
/**************************************************************************/
/* Copyright (c) 2024-present Beehave Contributors. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "beehave_selector.h"
using namespace godot;
BeehaveSelector::BeehaveSelector() {
}
BeehaveSelector::~BeehaveSelector() {
}
void BeehaveSelector::_bind_methods() {
}
BeehaveTickStatus BeehaveSelector::tick(Ref<BeehaveContext> context) {
TypedArray<Node> children = get_children();
int processed_count = 0;
for (int i = 0; i < children.size(); ++i) {
if (i < last_execution_index) {
// skip everything that was executed already
++processed_count;
continue;
}
BeehaveTreeNode *child = cast_node(Object::cast_to<Node>(children[i]));
if (child == nullptr) {
// skip anything that is not a valid beehave node
continue;
}
if (child != running_child) {
child->before_run(context);
}
BeehaveTickStatus response = child->tick(context);
++processed_count;
switch (response) {
case SUCCESS:
if (running_child) {
if (running_child != child) {
running_child->interrupt(context);
}
running_child = nullptr;
}
child->after_run(context);
interrupt_children(context, i + 1, previous_success_or_running_index + 1);
previous_success_or_running_index = i;
ready_to_interrupt_all = false;
return SUCCESS;
case FAILURE:
running_child = nullptr;
child->after_run(context);
++last_execution_index;
break;
case RUNNING:
if (child != running_child) {
if (running_child) {
running_child->interrupt(context);
}
running_child = child;
}
interrupt_children(context, i + 1, previous_success_or_running_index + 1);
previous_success_or_running_index = i;
ready_to_interrupt_all = false;
return RUNNING;
}
}
// FIXME: this doesn't account for children that aren't Beehave nodes. In that case, processed_count will never reach children.size()!
// All children failed
ready_to_interrupt_all = (processed_count == children.size());
last_execution_index = 0;
return BeehaveTickStatus::FAILURE;
}
void BeehaveSelector::after_run(Ref<BeehaveContext> context) {
last_execution_index = 0;
BeehaveComposite::after_run(context);
}
void BeehaveSelector::interrupt(Ref<BeehaveContext> context) {
if (ready_to_interrupt_all) {
interrupt_children(context, 0, get_child_count());
ready_to_interrupt_all = false;
}
else {
interrupt_children(context, last_execution_index + 1, previous_success_or_running_index + 1);
}
last_execution_index = 0;
previous_success_or_running_index = -1;
BeehaveComposite::interrupt(context);
}