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