Refactor behaviour_tree (more consistent naming), fix BT visualization
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@@ -214,6 +214,19 @@ void igArm(ecs_world_t *ecs,
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}
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static const BzBTNodeState *findNodeState(const BzBTNode *node, const BzBTNodeState *state) {
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const BzBTNodeState *pState = state;
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// Although it's painfully slow, it serves as a debug tool,
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// so speed is not a critical concern.
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while (pState) {
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const BzBTNodeState *next = bzBTNodeStateNext(pState);
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if (bzBTNodeMatchesState(node, pState))
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return pState;
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pState = next;
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}
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return NULL;
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}
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void igVisualizeBTState(const BzBTNode *node, const BzBTNodeState *state,
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bool isActive, bool sameLine, i32 depth) {
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const BzBTNode *child = bzBTNodeChild(node);
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@@ -221,14 +234,15 @@ void igVisualizeBTState(const BzBTNode *node, const BzBTNodeState *state,
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char extraInfo[128];
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extraInfo[0] = '\0';
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bool hasState = bzBTNodeMatchesState(node, state);
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const BzBTNodeState *nodeState = findNodeState(node, state);
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bool hasState = nodeState != NULL;
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isActive |= hasState;
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switch (type) {
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case BZ_BT_DECOR_REPEAT:
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if (hasState) {
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snprintf(extraInfo, sizeof(extraInfo), " (%d < %d)",
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bzBTRepeatStateGetIter(state),
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bzBTRepeatStateGetIter(nodeState),
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bzBTDecorGetRepeat(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), " (%d)", bzBTDecorGetRepeat(node));
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@@ -237,7 +251,7 @@ void igVisualizeBTState(const BzBTNode *node, const BzBTNodeState *state,
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case BZ_BT_DECOR_DELAY:
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if (hasState) {
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snprintf(extraInfo, sizeof(extraInfo), " (%.2f < %.2fms)",
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bzBTDelayStateGetElapsed(state),
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bzBTDelayStateGetElapsed(nodeState),
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bzBTDecorGetDelay(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), " (%.2fms)", bzBTDecorGetDelay(node));
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@@ -273,19 +287,16 @@ void igVisualizeBTState(const BzBTNode *node, const BzBTNodeState *state,
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}
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bool isComposite = type == BZ_BT_COMP_SELECTOR ||
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type == BZ_BT_COMP_PARALLEL_SELECTOR ||
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type == BZ_BT_COMP_SEQUENCE ||
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type == BZ_BT_COMP_PARALLEL_SEQUENCE;
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type == BZ_BT_COMP_P_SELECTOR ||
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type == BZ_BT_COMP_SEQUENCE ||
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type == BZ_BT_COMP_P_SEQUENCE;
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while (child) {
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if (hasSingleChild) igSameLine(0, 0);
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bool childActive = isActive && hasSingleChild;
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if (hasState && isComposite && !childActive)
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childActive = bzBTCompStateGetRunningChild(state) == child;
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const BzBTNodeState *childState = state;
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if (hasState)
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childState = bzBTNodeStateNext(state);
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igVisualizeBTState(child, childState, childActive, hasSingleChild, depth);
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igVisualizeBTState(child, state, childActive, hasSingleChild, depth);
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child = bzBTNodeNext(child);
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}
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}
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