Remove AI prefix from behaviour_tree

This commit is contained in:
2024-01-10 07:36:05 +01:00
parent c4c2b7610d
commit 113ac72181
3 changed files with 319 additions and 319 deletions

View File

@@ -4,39 +4,39 @@
BzObjectPool *nodePool = NULL;
BzObjectPool *nodeStatePool = NULL;
BzAIBTNode *printBT = NULL;
BzAIBTState agentState;
BzBTNode *printBT = NULL;
BzBTState agentState;
BzAIBTStatus printAction(void *data) {
BzBTStatus printAction(void *data) {
bzLogInfo("Hello, world!");
return BZ_AIBT_SUCCESS;
return BZ_BT_SUCCESS;
}
bool init(int *game) {
rlImGuiSetup(true);
nodePool = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = bzAIBTGetNodeSize(),
.objectSize = bzBTGetNodeSize(),
});
nodeStatePool = bzObjectPoolCreate(&(BzObjectPoolDesc) {
.objectSize = bzAIBTGetNodeStateSize()
.objectSize = bzBTGetNodeStateSize()
});
// for 1..5:
// seq
// delay 1s
// print "Hello, world!"
printBT = bzAIBTMakeRoot(nodePool);
BzAIBTNode *node = bzAIBTDecorRepeat(nodePool, printBT, 5);
printBT = bzBTMakeRoot(nodePool);
BzBTNode *node = bzBTDecorRepeat(nodePool, printBT, 5);
BzAIBTNode *seq = bzAIBTCompSequence(nodePool, node, false);
BzBTNode *seq = bzBTCompSequence(nodePool, node, false);
bzAIBTDecorDelay(nodePool, seq, 1.0f);
bzAIBTAction(nodePool, seq, printAction, "printAction");
bzBTDecorDelay(nodePool, seq, 1.0f);
bzBTAction(nodePool, seq, printAction, "printAction");
agentState = bzAIBTCreateState(&(BzAIBTStateDesc) {
.root = printBT,
.pool = nodeStatePool,
.userData = NULL
agentState = bzBTCreateState(&(BzBTStateDesc) {
.root = printBT,
.pool = nodeStatePool,
.userData = NULL
});
return true;
@@ -47,60 +47,60 @@ void deinit(int *game) {
bzObjectPoolDestroy(nodeStatePool);
}
void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, bool sameLine, i32 depth) {
const BzAIBTNode *child = bzAIBTNodeChild(node);
BzAIBTNodeType type = bzAIBTGetNodeType(node);
void igRenderBTNode(const BzBTNode *node, const BzBTNodeState *state, bool sameLine, i32 depth) {
const BzBTNode *child = bzBTNodeChild(node);
BzBTNodeType type = bzBTGetNodeType(node);
char extraInfo[128];
extraInfo[0] = '\0';
bool hasState = bzAIBTNodeMatchesState(node, state);
bool hasState = bzBTNodeMatchesState(node, state);
switch (type) {
case BZ_AIBT_DECOR_REPEAT:
case BZ_BT_DECOR_REPEAT:
if (hasState) {
snprintf(extraInfo, sizeof(extraInfo), " (%d < %d)",
bzAIBTRepeatStateGetIter(state),
bzAIBTDecorGetRepeat(node));
bzBTRepeatStateGetIter(state),
bzBTDecorGetRepeat(node));
} else {
snprintf(extraInfo, sizeof(extraInfo), " (%d)", bzAIBTDecorGetRepeat(node));
snprintf(extraInfo, sizeof(extraInfo), " (%d)", bzBTDecorGetRepeat(node));
}
break;
case BZ_AIBT_DECOR_DELAY:
case BZ_BT_DECOR_DELAY:
if (hasState) {
snprintf(extraInfo, sizeof(extraInfo), " (%.2f < %.2fms)",
bzAIBTDelayStateGetElapsed(state),
bzAIBTDecorGetDelay(node));
bzBTDelayStateGetElapsed(state),
bzBTDecorGetDelay(node));
} else {
snprintf(extraInfo, sizeof(extraInfo), " (%.2fms)", bzAIBTDecorGetDelay(node));
snprintf(extraInfo, sizeof(extraInfo), " (%.2fms)", bzBTDecorGetDelay(node));
}
break;
case BZ_AIBT_ACTION:
case BZ_BT_ACTION:
snprintf(extraInfo, sizeof(extraInfo), " (%s:%p)",
bzAIBTActionGetName(node),
bzAIBTActionGetFn(node));
bzBTActionGetName(node),
bzBTActionGetFn(node));
break;
default:
break;
}
if (hasState)
state = bzAIBTNodeStateNext(state);
state = bzBTNodeStateNext(state);
ImVec4 color = {1.0f, 1.0f, 1.0f, 1.0f};
if (hasState)
color = (ImVec4) {1.0f, 1.0f, 0.5f, 1.0f};
bool hasSingleChild = false;
if (child && bzAIBTNodeNext(child) == NULL) hasSingleChild = true;
if (child && bzBTNodeNext(child) == NULL) hasSingleChild = true;
const char *suffix = hasSingleChild ? " > " : ": ";
if (sameLine) {
igTextColored(color, "%s%s%s", bzAIBTNodeTypeToStr(type),
igTextColored(color, "%s%s%s", bzBTNodeTypeToStr(type),
extraInfo, suffix);
} else {
igTextColored(color, "%*s%s %s",
depth * 2, "",
bzAIBTNodeTypeToStr(type), extraInfo, suffix);
bzBTNodeTypeToStr(type), extraInfo, suffix);
depth++;
}
@@ -109,12 +109,12 @@ void igRenderBTNode(const BzAIBTNode *node, const BzAIBTNodeState *state, bool s
while (child) {
if (hasSingleChild) igSameLine(0, 0);
igRenderBTNode(child, state, hasSingleChild, depth);
child = bzAIBTNodeNext(child);
child = bzBTNodeNext(child);
}
}
void igRenderBT(BzAIBTState *state) {
const BzAIBTNode *root = state->root;
void igRenderBT(BzBTState *state) {
const BzBTNode *root = state->root;
if (igBegin("BehaviourTree", NULL, 0)) {
igRenderBTNode(root, state->first, false, 0);
}
@@ -124,7 +124,7 @@ void igRenderBT(BzAIBTState *state) {
void render(float dt, int *game) {
ClearBackground(WHITE);
BzAIBTStatus status = bzAIBTExecute(&agentState, dt);
BzBTStatus status = bzBTExecute(&agentState, dt);
rlImGuiBegin();
igRenderBT(&agentState);