Fix and integrate BT
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@@ -1,7 +1,6 @@
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#include "components.h"
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#include "unit_ai.h"
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#include "unit_actions.h"
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#include "ai_actions.h"
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ECS_TAG_DECLARE(GameEntity);
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@@ -26,8 +25,8 @@ ECS_COMPONENT_DECLARE(Easing);
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ECS_COMPONENT_DECLARE(Arms);
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ECS_COMPONENT_DECLARE(Arm);
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ECS_COMPONENT_DECLARE(UnitAI);
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ECS_COMPONENT_DECLARE(UnitAction);
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ECS_COMPONENT_DECLARE(BzBTState);
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ECS_COMPONENT_DECLARE(AIBlackboard);
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ECS_TAG_DECLARE(Selectable);
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ECS_TAG_DECLARE(Selected);
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@@ -65,8 +64,8 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Arms);
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ECS_COMPONENT_DEFINE(ecs, Arm);
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ECS_COMPONENT_DEFINE(ecs, UnitAI);
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ECS_COMPONENT_DEFINE(ecs, UnitAction);
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ECS_COMPONENT_DEFINE(ecs, BzBTState);
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ECS_COMPONENT_DEFINE(ecs, AIBlackboard);
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ECS_TAG_DEFINE(ecs, Selectable);
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ECS_TAG_DEFINE(ecs, Selected);
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@@ -191,14 +190,90 @@ void igArm(ecs_world_t *ecs,
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}
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void igUnitAction(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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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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BzBTNodeType type = bzBTGetNodeType(node);
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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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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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bzBTDecorGetRepeat(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), " (%d)", bzBTDecorGetRepeat(node));
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}
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break;
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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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bzBTDecorGetDelay(node));
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} else {
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snprintf(extraInfo, sizeof(extraInfo), " (%.2fms)", bzBTDecorGetDelay(node));
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}
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break;
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case BZ_BT_ACTION:
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snprintf(extraInfo, sizeof(extraInfo), " (%s:%p)",
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bzBTNodeGetName(node) ? bzBTNodeGetName(node) : "?",
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bzBTActionGetFn(node));
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break;
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default:
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break;
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}
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ImVec4 color = {1.0f, 1.0f, 1.0f, 1.0f};
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if (isActive)
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color = (ImVec4) {1.0f, 1.0f, 0.5f, 1.0f};
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bool hasSingleChild = true;
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if (child && bzBTNodeNext(child)) hasSingleChild = false;
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const char *suffix = hasSingleChild ? " > " : ": ";
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if (sameLine) {
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igTextColored(color, "%s%s%s", bzBTNodeTypeToStr(type),
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extraInfo, suffix);
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} else {
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igTextColored(color, "%*s%s %s",
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depth * 2, "",
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bzBTNodeTypeToStr(type), extraInfo, suffix);
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depth++;
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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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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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child = bzBTNodeNext(child);
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}
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}
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void igBzBTState(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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}
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void igUnitAI(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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void igAIBlackboard(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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}
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void igWorker(ecs_world_t *ecs,
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ecs_entity_t entity, ecs_entity_t comp) {
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