osb/source/game/StarBehaviorState.cpp
Kai Blaschke 431a9c00a5
Fixed a huge amount of Clang warnings
On Linux and macOS, using Clang to compile OpenStarbound produces about 400 MB worth of warnings during the build, making the compiler output unreadable and slowing the build down considerably.

99% of the warnings were unqualified uses of std::move and std::forward, which are now all properly qualified.

Fixed a few other minor warnings about non-virtual destructors and some uses of std::move preventing copy elision on temporary objects.

Most remaining warnings are now unused parameters.
2024-02-19 16:55:19 +01:00

388 lines
13 KiB
C++

#include "StarBehaviorState.hpp"
#include "StarRandom.hpp"
#include "StarLuaGameConverters.hpp"
namespace Star {
// node parameter types supported by the blackboard
List<NodeParameterType> BlackboardTypes = {
NodeParameterType::Json,
NodeParameterType::Entity,
NodeParameterType::Position,
NodeParameterType::Vec2,
NodeParameterType::Number,
NodeParameterType::Bool,
NodeParameterType::List,
NodeParameterType::Table,
NodeParameterType::String
};
Blackboard::Blackboard(LuaTable luaContext) : m_luaContext(std::move(luaContext)) {
for (auto type : BlackboardTypes) {
m_board.set(type, {});
m_input.set(type, {});
}
}
void Blackboard::set(NodeParameterType type, String const& key, LuaValue value) {
if (value.is<LuaNilType>())
m_board.get(type).remove(key);
else
m_board.get(type).set(key, value);
for (auto& input : m_input.get(type).maybe(key).value({})) {
m_parameters.get(input.first).set(input.second, value);
}
// dumb special case for setting number outputs to vec2 inputs
if (type == NodeParameterType::Number) {
for (pair<uint64_t, LuaTable>& input : m_vectorNumberInput.maybe(key).value()) {
input.second.set(input.first, value);
}
}
}
LuaValue Blackboard::get(NodeParameterType type, String const& key) const {
return m_board.get(type).maybe(key).value(LuaNil);
}
LuaTable Blackboard::parameters(StringMap<NodeParameter> const& parameters, uint64_t nodeId) {
if (auto table = m_parameters.maybe(nodeId))
return *table;
LuaTable table = m_luaContext.engine().createTable();
for (auto const& p : parameters) {
if (auto key = p.second.second.maybe<String>()) {
auto& typeInput = m_input.get(p.second.first);
if (!typeInput.contains(*key))
typeInput.add(*key, {});
typeInput.get(*key).append({nodeId, p.first});
table.set(p.first, get(p.second.first, *key));
} else {
Json value = p.second.second.get<Json>();
if (value.isNull())
continue;
// dumb special case for allowing a vec2 of blackboard number keys
if (p.second.first == NodeParameterType::Vec2) {
if (value.type() != Json::Type::Array)
throw StarException(strf("Vec2 parameter not of array type for key {}", p.first, value));
JsonArray vector = value.toArray();
LuaTable luaVector = m_luaContext.engine().createTable();
for (int i = 0; i < 2; i++) {
if (vector[i].isType(Json::Type::String)) {
auto key = vector[i].toString();
if (!m_vectorNumberInput.contains(key))
m_vectorNumberInput.add(key, {});
m_vectorNumberInput[key].append({i+1, luaVector});
luaVector.set(i+1, get(NodeParameterType::Number, vector[i].toString()));
} else {
luaVector.set(i+1, m_luaContext.engine().luaFrom(vector[i]));
}
}
table.set(p.first, luaVector);
continue;
}
table.set(p.first, value);
}
}
m_parameters.add(nodeId, table);
return table;
}
void Blackboard::setOutput(ActionNode const& node, LuaTable const& output) {
for (auto p : node.output) {
auto out = p.second.second;
if (auto boardKey = out.first) {
set(p.second.first, *boardKey, output.get<LuaValue>(p.first));
if (out.second)
m_ephemeral.add({p.second.first, *boardKey});
}
}
}
Set<pair<NodeParameterType, String>> Blackboard::takeEphemerals() {
return take(m_ephemeral);
}
void Blackboard::clearEphemerals(Set<pair<NodeParameterType, String>> ephemerals) {
for (auto const& p : ephemerals) {
if (!m_ephemeral.contains(p))
set(p.first, p.second, LuaNil);
}
}
DecoratorState::DecoratorState(LuaThread thread) : thread(std::move(thread)) {
child = std::make_shared<NodeState>();
}
CompositeState::CompositeState(size_t childCount) : index() {
for (size_t i = 0; i < childCount; i++)
children.append(std::make_shared<NodeState>());
}
CompositeState::CompositeState(size_t childCount, size_t begin) : CompositeState(childCount) {
index = begin;
}
BehaviorState::BehaviorState(BehaviorTreeConstPtr tree, LuaTable context, Maybe<BlackboardWeakPtr> blackboard) : m_tree(tree), m_luaContext(std::move(context)) {
if (blackboard)
m_board = *blackboard;
else
m_board = make_shared<Blackboard>(m_luaContext);
LuaFunction require = m_luaContext.get<LuaFunction>("require");
for (auto script : m_tree->scripts)
require.invoke(script);
for (String const& name : m_tree->functions)
m_functions.set(name, m_luaContext.get<LuaFunction>(name));
}
NodeStatus BehaviorState::run(float dt) {
m_lastDt = dt;
NodeStatus status;
auto ephemeral = m_board.maybe<BlackboardPtr>().apply([](auto const& b) { return b->takeEphemerals(); });
status = runNode(*m_tree->root, m_rootState);
if (ephemeral)
m_board.get<BlackboardPtr>()->clearEphemerals(*ephemeral);
return status;
}
void BehaviorState::clear() {
m_rootState.reset();
}
BlackboardWeakPtr BehaviorState::blackboardPtr() {
if (auto master = m_board.maybe<BlackboardPtr>())
return weak_ptr<Blackboard>(*master);
else
return m_board.get<BlackboardWeakPtr>();
}
BlackboardPtr BehaviorState::board() {
if (auto master = m_board.maybe<BlackboardPtr>())
return *master;
else
return m_board.get<BlackboardWeakPtr>().lock();
}
LuaThread BehaviorState::nodeLuaThread(String const& funcName) {
LuaThread thread = m_threads.maybeTakeLast().value(m_luaContext.engine().createThread());
thread.pushFunction(m_functions.get(funcName));
return thread;
}
NodeStatus BehaviorState::runNode(BehaviorNode const& node, NodeState& state) {
NodeStatus status = NodeStatus::Invalid;
if (node.is<ActionNode>())
status = runAction(node.get<ActionNode>(), state);
else if(node.is<DecoratorNode>())
status = runDecorator(node.get<DecoratorNode>(), state);
else if(node.is<CompositeNode>())
status = runComposite(node.get<CompositeNode>(), state);
else
StarException("Unidentified behavior node type");
if (status != NodeStatus::Running)
state.reset();
return status;
}
NodeStatus BehaviorState::runAction(ActionNode const& node, NodeState& state) {
uint64_t id = (uint64_t)&node;
auto result = ActionReturn(NodeStatus::Invalid, LuaNil);
if (state.isNothing()) {
LuaTable parameters = board()->parameters(node.parameters, id);
LuaThread thread = nodeLuaThread(node.name);
try {
result = thread.resume<ActionReturn>(parameters, blackboardPtr(), id, m_lastDt).value(ActionReturn(NodeStatus::Invalid, LuaNil));
} catch (LuaException const& e) {
throw StarException(strf("Lua Exception caught running action node {} in behavior {}: {}", node.name, m_tree->name, outputException(e, false)));
}
auto status = get<0>(result);
if (status != NodeStatus::Success && status != NodeStatus::Failure)
state.set(ActionState{thread});
} else {
LuaThread const& thread = state->get<ActionState>().thread;
try {
result = thread.resume<ActionReturn>(m_lastDt).value(ActionReturn(NodeStatus::Invalid, LuaNil));
} catch (LuaException const& e) {
throw StarException(strf("Lua Exception caught resuming action node {} in behavior {}: {}", node.name, m_tree->name, outputException(e, false)));
}
auto status = get<0>(result);
if (status == NodeStatus::Success || status == NodeStatus::Failure)
m_threads.append(thread);
}
if (auto table = get<1>(result).maybe<LuaTable>())
board()->setOutput(node, *table);
return get<0>(result);
}
NodeStatus BehaviorState::runDecorator(DecoratorNode const& node, NodeState& state) {
uint64_t id = (uint64_t)&node;
NodeStatus status = NodeStatus::Running;
if (state.isNothing()) {
auto parameters = board()->parameters(node.parameters, id);
LuaThread thread = nodeLuaThread(node.name);
try {
status = thread.resume<NodeStatus>(parameters, blackboardPtr(), id).value(NodeStatus::Invalid);
} catch (LuaException const& e) {
throw StarException(strf("Lua Exception caught initializing decorator node {} in behavior {}: {}", node.name, m_tree->name, outputException(e, false)));
}
if (status == NodeStatus::Success || status == NodeStatus::Failure)
return status;
state.set(DecoratorState(thread));
}
DecoratorState& decorator = state->get<DecoratorState>();
// decorator runs its child on yield and is resumed with the child's status on success or failure
while (status == NodeStatus::Running) {
auto childStatus = runNode(*node.child, *decorator.child);
if (childStatus == NodeStatus::Success || childStatus == NodeStatus::Failure) {
try {
status = decorator.thread.resume<NodeStatus>(childStatus).value(NodeStatus::Invalid);
} catch (LuaException const& e) {
throw StarException(strf("Lua Exception caught resuming decorator node {} in behavior {}: {}", node.name, m_tree->name, outputException(e, false)));
}
} else {
return NodeStatus::Running;
}
}
m_threads.append(decorator.thread);
return status;
}
NodeStatus BehaviorState::runComposite(CompositeNode const& node, NodeState& state) {
NodeStatus status;
if (node.is<SequenceNode>())
status = runSequence(node.get<SequenceNode>(), state);
else if (node.is<SelectorNode>())
status = runSelector(node.get<SelectorNode>(), state);
else if (node.is<ParallelNode>())
status = runParallel(node.get<ParallelNode>(), state);
else if (node.is<DynamicNode>())
status = runDynamic(node.get<DynamicNode>(), state);
else if (node.is<RandomizeNode>())
status = runRandomize(node.get<RandomizeNode>(), state);
else
throw StarException(strf("Unable to run composite node type with variant type index {}", node.typeIndex()));
return status;
}
NodeStatus BehaviorState::runSequence(SequenceNode const& node, NodeState& state) {
if (state.isNothing())
state.set(CompositeState(node.children.size()));
CompositeState& composite = state->get<CompositeState>();
while (composite.index < node.children.size()) {
auto child = node.children.get(composite.index);
NodeStatus childStatus = runNode(*child, *composite.children[composite.index]);
if (childStatus == NodeStatus::Failure || childStatus == NodeStatus::Running)
return childStatus;
else
composite.index++;
}
return NodeStatus::Success;
}
NodeStatus BehaviorState::runSelector(SelectorNode const& node, NodeState& state) {
if (state.isNothing())
state.set(CompositeState(node.children.size()));
CompositeState& composite = state->get<CompositeState>();
while (composite.index < node.children.size()) {
NodeStatus childStatus = runNode(*node.children[composite.index], *composite.children[composite.index]);
if (childStatus == NodeStatus::Success || childStatus == NodeStatus::Running)
return childStatus;
else
composite.index++;
}
return NodeStatus::Failure;
}
NodeStatus BehaviorState::runParallel(ParallelNode const& node, NodeState& state) {
if (state.isNothing())
state.set(CompositeState(node.children.size()));
CompositeState& composite = state->get<CompositeState>();
int failed = 0;
int succeeded = 0;
for (size_t i = 0; i < node.children.size(); i++) {
NodeStatus status = runNode(*node.children[i], *composite.children[i]);
if (status == NodeStatus::Success)
succeeded++;
else if (status == NodeStatus::Failure)
failed++;
if (succeeded >= node.succeed || failed >= node.fail) {
return succeeded >= node.succeed ? NodeStatus::Success : NodeStatus::Failure;
}
}
return NodeStatus::Running;
}
NodeStatus BehaviorState::runDynamic(DynamicNode const& node, NodeState& state) {
if (state.isNothing())
state.set(CompositeState(node.children.size()));
CompositeState& composite = state->get<CompositeState>();
for (size_t i = 0; i <= composite.index; i++) {
auto child = node.children.get(i);
auto status = runNode(*child, *composite.children.get(i));
if (status == NodeStatus::Failure && i == composite.index)
composite.index++;
if (i < composite.index && (status == NodeStatus::Success || status == NodeStatus::Running)) {
composite.children[composite.index]->reset();
composite.index = i;
}
if (status == NodeStatus::Success || composite.index >= node.children.size()) {
return status;
}
}
return NodeStatus::Running;
}
NodeStatus BehaviorState::runRandomize(RandomizeNode const& node, NodeState& state) {
if (state.isNothing())
state.set(CompositeState(node.children.size(), Random::randUInt(node.children.size() - 1)));
CompositeState& composite = state->get<CompositeState>();
auto child = node.children.get(composite.index);
NodeStatus status = runNode(*child, *composite.children[composite.index]);
return status;
}
}