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TreeNode.h
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179 lines (146 loc) · 2.68 KB
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#pragma once
#include <vector>
namespace AI
{
enum class Status
{
Running,
Success,
Failure,
Invalid
};
class TreeNode
{
public:
virtual ~TreeNode() {}
virtual Status Update() = 0;
virtual bool Awake() = 0;
virtual void Init() { __noop; };
//virtual void Reset() { __noop; };
virtual void Reset()
{
//myStatus = Status::Invalid;
};
Status Tick()
{
if (myStatus != Status::Running) {
Init();
}
myStatus = Update();
if (myStatus != Status::Running) {
Reset();
}
return myStatus;
}
protected:
Status myStatus = Status::Invalid;
};
class Composite : public TreeNode
{
public:
Composite() : it(children.begin()), TreeNode()
{
if (children.size() > 0)
{
it = children.begin();
}
}
virtual ~Composite() {}
TreeNode* AddChild(TreeNode* aNode)
{
children.push_back(aNode);
return aNode;
}
virtual void Init() override
{
it = children.begin();
}
virtual bool Awake() override
{
for (auto& child : children)
{
if (!child->Awake()){
KE_LOG("Composite: Awake failed");
return false;
}
}
return true;
}
void Reset() override
{
for (auto& child : children)
{
child->Reset();
}
}
virtual Status Update() = 0;
protected:
std::vector<TreeNode*> children;
std::vector<TreeNode*>::iterator it;
};
class Decorator : public TreeNode
{
public:
virtual ~Decorator() {}
virtual bool Awake() = 0;
virtual void Init()
{
}
TreeNode* SetChild(TreeNode* aNode)
{
child = aNode;
return child;
}
protected:
TreeNode* child = nullptr;
};
class Leaf : public TreeNode
{
public:
Leaf() {};
virtual ~Leaf() {}
virtual Status Update() = 0;
virtual bool Awake() = 0;
virtual void Reset() { __noop; };
protected:
};
class Selector : public Composite
{
public:
Selector() : Composite() {}
Status Update() override
{
assert(children.size() && "Composite has no children");
while (it != children.end())
{
Status status = (*it)->Tick();
if (status != Status::Failure) {
return status;
}
it++;
}
return Status::Failure;
}
};
class Sequence : public Composite
{
public:
Sequence() : Composite()
{
Init();
}
Status Update() override
{
assert(children.size() && "Sequence has no children");
while (it != children.end())
{
Status status = (*it)->Tick();
if (status != Status::Success) {
return status;
}
it++;
}
return Status::Success;
}
};
} // namespace AI