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beehave_selector_random.cpp
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98 lines (84 loc) · 3.74 KB
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/**************************************************************************/
/* beehave_selector_random.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_random.h"
#include <variant/utility_functions.hpp>
using namespace godot;
BeehaveSelectorRandom::BeehaveSelectorRandom() {
if (random_seed == 0) {
UtilityFunctions::randomize();
}
}
BeehaveSelectorRandom::~BeehaveSelectorRandom() {
}
void BeehaveSelectorRandom::_bind_methods() {
}
BeehaveTickStatus BeehaveSelectorRandom::tick(Ref<BeehaveContext> context) {
if (_children_bag.is_empty()) {
_children_bag = get_shuffled_children();
}
// Since we're going to remove children from the array, iterate it in reverse order.
for (int i = _children_bag.size() - 1; i >= 0; --i) {
BeehaveTreeNode *child = cast_node(Object::cast_to<Node>(_children_bag[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);
switch (response) {
case SUCCESS:
_children_bag.erase(child);
child->after_run(context);
return SUCCESS;
case FAILURE:
_children_bag.erase(child);
child->after_run(context);
break;
case RUNNING:
if (child != running_child) {
if (running_child) {
running_child->interrupt(context);
}
running_child = child;
}
return RUNNING;
}
}
return BeehaveTickStatus::FAILURE;
}
void BeehaveSelectorRandom::after_run(Ref<BeehaveContext> context) {
_children_bag = get_shuffled_children();
BeehaveCompositeRandom::after_run(context);
}
void BeehaveSelectorRandom::interrupt(Ref<BeehaveContext> context) {
_children_bag = get_shuffled_children();
BeehaveCompositeRandom::interrupt(context);
}