Behaviour tree decorator implementation
This commit is contained in:
@@ -35,6 +35,8 @@ set(libraryDirs
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set(BreezeSources
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breeze/ai/behaviour_tree.c
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breeze/core/logger.c
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breeze/core/module_system.c
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@@ -54,6 +56,8 @@ set(BreezeSources
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)
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set(BreezeHeaders
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breeze/ai/behaviour_tree.h
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breeze/core/logger.h
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breeze/math/vec2i.h
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@@ -1,6 +1,8 @@
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#ifndef BREEZE_H
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#define BREEZE_H
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#include "breeze/ai/behaviour_tree.h"
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#include "breeze/core/logger.h"
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#include "breeze/math/vec2i.h"
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355
engine/breeze/ai/behaviour_tree.c
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355
engine/breeze/ai/behaviour_tree.c
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@@ -0,0 +1,355 @@
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#include "behaviour_tree.h"
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#include "../memory/memory.h"
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#include "../util/object_pool.h"
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//#define GET_NODE(idx) ((BzAIBTNode *) bzObjectPoolGetObject(bt->nodePool, idx))
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struct BzAIBTNode {
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BzAIBTNode *parent;
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// Children
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BzAIBTNode *first;
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BzAIBTNode *last;
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// Siblings
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BzAIBTNode *prev;
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BzAIBTNode *next;
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BzAIBTNodeType type;
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union {
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struct {
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i32 n;
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} repeat;
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struct {
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f32 ms;
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} delay;
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struct {
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BzAIBTActionFn fn;
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} action;
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} as;
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};
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struct BzAIBTNodeState {
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const BzAIBTNode *node;
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BzAIBTNodeState *next;
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BzAIBTNodeState *prev;
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union {
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struct {
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i32 iter;
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} repeat;
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struct {
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f32 elapsed;
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} delay;
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} as;
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};
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size_t bzAIBTGetNodeSize() {
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return sizeof(BzAIBTNode);
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}
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size_t bzAIBTGetNodeStateSize() {
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return sizeof(BzAIBTNodeState);
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}
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static BzAIBTNode *bzAIBTNodeMake(BzObjectPool *nodePool, BzAIBTNode *parent, BzAIBTNodeType type) {
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BZ_ASSERT(nodePool);
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BZ_ASSERT(bzObjectPoolGetObjectSize(nodePool) == bzAIBTGetNodeSize());
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BzAIBTNode *node = bzObjectPool(nodePool);
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bzMemSet(node, 0, sizeof(*node));
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node->type = type;
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if (parent && parent->last) {
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parent->last->next = node;
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node->prev = parent->last;
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parent->last = node;
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} else if (parent) {
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parent->first = node;
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parent->last = node;
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}
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node->parent = parent;
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return node;
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}
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BzAIBTNode *bzAIBTMakeRoot(BzObjectPool *nodePool) {
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return bzAIBTNodeMake(nodePool, NULL, BZ_AIBT_DECOR_DUMMY);
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}
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void bzAIBTDestroyRoot(BzObjectPool *nodePool, BzAIBTNode *node) {
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BZ_ASSERT(node);
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BzAIBTNode *pNode = node;
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while (pNode) {
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BzAIBTNode *next = pNode->next;
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bzAIBTDestroyRoot(nodePool, pNode);
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pNode = next;
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}
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bzObjectPoolRelease(nodePool, node);
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}
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BzAIBTNode *bzAIBTCompSelector(BzObjectPool *nodePool, BzAIBTNode *parent, bool parallel) {
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BzAIBTNodeType type = parallel ?
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BZ_AIBT_COMP_PARALLEL_SELECTOR :
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BZ_AIBT_COMP_SELECTOR;
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return bzAIBTNodeMake(nodePool, parent, type);
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}
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BzAIBTNode *bzAIBTCompSequence(BzObjectPool *nodePool, BzAIBTNode *parent, bool parallel) {
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BzAIBTNodeType type = parallel ?
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BZ_AIBT_COMP_PARALLEL_SEQUENCE :
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BZ_AIBT_COMP_SEQUENCE;
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return bzAIBTNodeMake(nodePool, parent, type);
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}
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BzAIBTNode *bzAIBTDecorDummy(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_DUMMY);
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}
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BzAIBTNode *bzAIBTDecorSuccess(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_SUCCESS);
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}
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BzAIBTNode *bzAIBTDecorFail(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_FAIL);
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}
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BzAIBTNode *bzAIBTDecorInvert(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_INVERT);
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}
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BzAIBTNode *bzAIBTDecorUntilSuccess(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_UNTIL_SUCCESS);
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}
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BzAIBTNode *bzAIBTDecorUntilFail(BzObjectPool *nodePool, BzAIBTNode *parent) {
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return bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_UNTIL_FAIL);
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}
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BzAIBTNode *bzAIBTDecorRepeat(BzObjectPool *nodePool, BzAIBTNode *parent, i32 n) {
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BzAIBTNode *node = bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_REPEAT);
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node->as.repeat.n = n;
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return node;
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}
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BzAIBTNode *bzAIBTDecorDelay(BzObjectPool *nodePool, BzAIBTNode *parent, f32 ms) {
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BzAIBTNode *node = bzAIBTNodeMake(nodePool, parent, BZ_AIBT_DECOR_DELAY);
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node->as.delay.ms = ms;
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return node;
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}
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BzAIBTNode *bzAIBTAction(BzObjectPool *nodePool, BzAIBTNode *parent, BzAIBTActionFn fn) {
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BzAIBTNode *node = bzAIBTNodeMake(nodePool, parent, BZ_AIBT_ACTION);
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node->as.action.fn = fn;
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return node;
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}
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BzAIBTNodeType bzAIBTGetNodeType(BzAIBTNode *node) {
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return node->type;
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}
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BzAIBTState bzAIBTCreateState(const BzAIBTStateDesc *desc) {
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BZ_ASSERT(desc->pool);
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BZ_ASSERT(bzObjectPoolGetObjectSize(desc->pool) == bzAIBTGetNodeStateSize());
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BZ_ASSERT(desc->root);
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return (BzAIBTState) {
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.root = desc->root,
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.first = NULL,
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.last = NULL,
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.nodeStatePool = desc->pool,
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.userData = desc->userData
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};
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}
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void bzAIBTDestroyState(BzAIBTState *state) {
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BzAIBTNodeState *pNodeState = state->first;
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while (pNodeState) {
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BzAIBTNodeState *next = pNodeState->next;
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bzObjectPoolRelease(state->nodeStatePool, pNodeState);
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pNodeState = next;
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}
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bzMemSet(state, 0, sizeof(*state));
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}
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void bzAIBTStatePush(BzAIBTState *state, BzAIBTNodeState *nodeState,
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const BzAIBTNodeState *desc) {
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BzAIBTNodeState *newState = bzObjectPool(state->nodeStatePool);
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BZ_ASSERT(newState && desc);
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*newState = *desc;
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newState->next = NULL;
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newState->prev = NULL;
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if (nodeState == NULL)
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nodeState = state->last;
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if (nodeState) {
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BzAIBTNodeState *next = nodeState->next;
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nodeState->next = newState;
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newState->prev = nodeState;
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newState->next = next;
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if (next)
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next->prev = newState;
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if (state->last == nodeState)
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state->last = newState;
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} else {
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newState->prev = state->last;
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state->last = newState;
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if (state->first == NULL) state->first = newState;
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}
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}
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void bzAIBTStatePop(BzAIBTState *state, BzAIBTNodeState *nodeState) {
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if (state->first == nodeState) state->first = nodeState->next;
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if (state->last == nodeState) state->last = nodeState->prev;
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BzAIBTNodeState *next = nodeState->next;
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BzAIBTNodeState *prev = nodeState->prev;
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if (nodeState->prev)
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nodeState->prev->next = next;
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if (nodeState->next)
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nodeState->next->prev = prev;
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bzObjectPoolRelease(state->nodeStatePool, nodeState);
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}
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static inline BzAIBTStatus bzAIBTExecuteNode(const BzAIBTNode *node, f32 dt,
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BzAIBTState *state, BzAIBTNodeState *nodeState);
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/*
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static inline BzAIBTStatus bzAIBTExecuteComposite(const BzObjectPool *nodePool, const BzAIBTNode *node,
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BzAIBTState *state, BzAIBTNodeState *nodeState) {
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switch (node->type) {
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case BZ_AIBT_COMP_SELECTOR:
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for (BzAIBTNode *child = node->first; child; child = child->next) {
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BzAIBTStatus status = bzAIBTExecuteNode(bt, child);
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if (status == BZ_AIBT_SUCCESS) return status;
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if (status == BZ_AIBT_RUNNING) return status;
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}
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return BZ_AIBT_FAIL;
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case BZ_AIBT_COMP_SEQUENCE:
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for (BzAIBTNode *child = node->first; child; child = child->next) {
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BzAIBTStatus status = bzAIBTExecuteNode(bt, child);
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if (status == BZ_AIBT_FAIL) return status;
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if (status == BZ_AIBT_RUNNING) return status;
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}
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return BZ_AIBT_SUCCESS;
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default:
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assert(false);
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return BZ_AIBT_ERROR;
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}
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}
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*/
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static inline BzAIBTStatus bzAIBTExecuteDecorator(const BzAIBTNode *node, f32 dt,
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BzAIBTState *state, BzAIBTNodeState *nodeState) {
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// Ensure decorator has only one child
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BZ_ASSERT(node->first && node->first == node->last);
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BzAIBTNodeState *first = nodeState;
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if (nodeState && first->node == node) {
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first = first->next;
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}
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switch (node->type) {
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case BZ_AIBT_DECOR_REPEAT:
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if (!nodeState || nodeState->node != node) {
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bzAIBTStatePush(state, nodeState, &(BzAIBTNodeState) {
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.node = node,
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.as.repeat.iter = 0
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});
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}
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break;
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case BZ_AIBT_DECOR_DELAY:
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if (!nodeState || nodeState->node != node) {
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bzAIBTStatePush(state, nodeState, &(BzAIBTNodeState) {
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.node = node,
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.as.delay = {0.2f}
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});
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return BZ_AIBT_RUNNING;
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}
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nodeState->as.delay.elapsed += 0.2f;
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if (nodeState->as.delay.elapsed < node->as.delay.ms) {
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return BZ_AIBT_RUNNING;
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}
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bzAIBTStatePop(state, nodeState);
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break;
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default:
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break;
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}
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BzAIBTStatus inStatus = bzAIBTExecuteNode(node->first, dt, state, first);
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// ERROR, RUNNING are propagated up
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if (inStatus == BZ_AIBT_ERROR)
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return BZ_AIBT_ERROR;
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if (inStatus == BZ_AIBT_RUNNING)
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return BZ_AIBT_RUNNING;
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BzAIBTStatus status = BZ_AIBT_ERROR;
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switch (node->type) {
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case BZ_AIBT_DECOR_DUMMY:
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case BZ_AIBT_DECOR_DELAY: // Delay already handled
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status = inStatus;
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break;
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case BZ_AIBT_DECOR_SUCCESS:
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status = BZ_AIBT_SUCCESS;
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break;
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case BZ_AIBT_DECOR_FAIL:
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status = BZ_AIBT_FAIL;
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break;
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case BZ_AIBT_DECOR_INVERT:
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if (inStatus == BZ_AIBT_FAIL) status = BZ_AIBT_SUCCESS;
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if (inStatus == BZ_AIBT_SUCCESS) status = BZ_AIBT_FAIL;
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break;
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case BZ_AIBT_DECOR_UNTIL_SUCCESS:
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if (inStatus == BZ_AIBT_SUCCESS)
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status = BZ_AIBT_SUCCESS;
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else
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status = BZ_AIBT_RUNNING;
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break;
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case BZ_AIBT_DECOR_UNTIL_FAIL:
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if (inStatus == BZ_AIBT_FAIL)
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status = BZ_AIBT_SUCCESS;
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else
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status = BZ_AIBT_RUNNING;
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break;
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case BZ_AIBT_DECOR_REPEAT:
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BZ_ASSERT(nodeState->node == node);
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nodeState->as.repeat.iter++;
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if (nodeState->as.repeat.iter >= node->as.repeat.n) {
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bzAIBTStatePop(state, nodeState);
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status = inStatus;
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break;
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}
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status = BZ_AIBT_RUNNING;
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break;
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default:
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break;
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}
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return status;
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}
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static inline BzAIBTStatus bzAIBTExecuteNode(const BzAIBTNode *node, f32 dt,
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BzAIBTState *state, BzAIBTNodeState *nodeState) {
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BzAIBTStatus status = BZ_AIBT_ERROR;
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switch (node->type) {
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case BZ_AIBT_COMP_SELECTOR:
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case BZ_AIBT_COMP_SEQUENCE:
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case BZ_AIBT_COMP_PARALLEL_SELECTOR:
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case BZ_AIBT_COMP_PARALLEL_SEQUENCE:
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//status = bzAIBTExecuteComposite(bt, node, state, nodeState);
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break;
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case BZ_AIBT_DECOR_DUMMY:
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case BZ_AIBT_DECOR_SUCCESS:
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case BZ_AIBT_DECOR_FAIL:
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case BZ_AIBT_DECOR_INVERT:
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case BZ_AIBT_DECOR_UNTIL_SUCCESS:
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case BZ_AIBT_DECOR_UNTIL_FAIL:
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case BZ_AIBT_DECOR_REPEAT:
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case BZ_AIBT_DECOR_DELAY:
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status = bzAIBTExecuteDecorator(node, dt, state, nodeState);
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break;
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case BZ_AIBT_ACTION:
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BZ_ASSERT(node->as.action.fn);
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return node->as.action.fn(state->userData);
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}
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return status;
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}
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BzAIBTStatus bzAIBTExecute(BzAIBTState *state, f32 dt) {
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BZ_ASSERT(state->nodeStatePool);
|
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BZ_ASSERT(bzObjectPoolGetObjectSize(state->nodeStatePool) == bzAIBTGetNodeStateSize());
|
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BZ_ASSERT(state);
|
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BZ_ASSERT(state->root);
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BzAIBTNodeState *first = state->first;
|
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const BzAIBTNode *firstNode = first ? first->node : state->root;
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BzAIBTStatus status = bzAIBTExecuteNode(firstNode, dt, state, first);
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return status;
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}
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82
engine/breeze/ai/behaviour_tree.h
Normal file
82
engine/breeze/ai/behaviour_tree.h
Normal file
@@ -0,0 +1,82 @@
|
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#ifndef BREEZE_BEHAVIOUR_TREE_H
|
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#define BREEZE_BEHAVIOUR_TREE_H
|
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|
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#include "../defines.h"
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|
||||
typedef struct BzAIBTNode BzAIBTNode;
|
||||
|
||||
typedef enum BzAIBTStatus {
|
||||
BZ_AIBT_RUNNING,
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BZ_AIBT_SUCCESS,
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BZ_AIBT_FAIL,
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BZ_AIBT_ERROR,
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} BzAIBTStatus;
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typedef BzAIBTStatus(*BzAIBTActionFn)(void *data);
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typedef enum BzAIBTNodeType {
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// Composite
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BZ_AIBT_COMP_SELECTOR,
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BZ_AIBT_COMP_SEQUENCE,
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BZ_AIBT_COMP_PARALLEL_SELECTOR,
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BZ_AIBT_COMP_PARALLEL_SEQUENCE,
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// Decorator
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BZ_AIBT_DECOR_DUMMY,
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BZ_AIBT_DECOR_SUCCESS,
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BZ_AIBT_DECOR_FAIL,
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BZ_AIBT_DECOR_INVERT,
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BZ_AIBT_DECOR_UNTIL_SUCCESS,
|
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BZ_AIBT_DECOR_UNTIL_FAIL,
|
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BZ_AIBT_DECOR_REPEAT,
|
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BZ_AIBT_DECOR_DELAY,
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// Action/Task
|
||||
BZ_AIBT_ACTION,
|
||||
} BzAIBTNodeType;
|
||||
|
||||
typedef struct BzObjectPool BzObjectPool;
|
||||
typedef struct BzAIBTNodeState BzAIBTNodeState;
|
||||
|
||||
typedef struct BzAIBTState {
|
||||
const BzAIBTNode *root;
|
||||
BzAIBTNodeState *first;
|
||||
BzAIBTNodeState *last;
|
||||
|
||||
BzObjectPool *nodeStatePool;
|
||||
void *userData;
|
||||
} BzAIBTState;
|
||||
|
||||
typedef struct BzAIBTStateDesc {
|
||||
const BzAIBTNode *root;
|
||||
|
||||
BzObjectPool *pool;
|
||||
void *userData;
|
||||
} BzAIBTStateDesc;
|
||||
|
||||
size_t bzAIBTGetNodeSize();
|
||||
size_t bzAIBTGetNodeStateSize();
|
||||
|
||||
BzAIBTNode *bzAIBTMakeRoot(BzObjectPool *nodePool);
|
||||
void bzAIBTDestroyRoot(BzObjectPool *nodePool, BzAIBTNode *node);
|
||||
|
||||
BzAIBTNode *bzAIBTCompSelector(BzObjectPool *nodePool, BzAIBTNode *parent, bool parallel);
|
||||
BzAIBTNode *bzAIBTCompSequence(BzObjectPool *nodePool, BzAIBTNode *parent, bool parallel);
|
||||
|
||||
BzAIBTNode *bzAIBTDecorDummy(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorSuccess(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorFail(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorInvert(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorUntilSuccess(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorUntilFail(BzObjectPool *nodePool, BzAIBTNode *parent);
|
||||
BzAIBTNode *bzAIBTDecorRepeat(BzObjectPool *nodePool, BzAIBTNode *parent, i32 n);
|
||||
BzAIBTNode *bzAIBTDecorDelay(BzObjectPool *nodePool, BzAIBTNode *parent, f32 ms);
|
||||
|
||||
BzAIBTNode *bzAIBTAction(BzObjectPool *nodePool, BzAIBTNode *parent, BzAIBTActionFn fn);
|
||||
|
||||
BzAIBTNodeType bzAIBTGetNodeType(BzAIBTNode *node);
|
||||
|
||||
BzAIBTState bzAIBTCreateState(const BzAIBTStateDesc *desc);
|
||||
void bzAIBTDestroyState(BzAIBTState *state);
|
||||
|
||||
BzAIBTStatus bzAIBTExecute(BzAIBTState *state, f32 dt);
|
||||
|
||||
#endif //BREEZE_BEHAVIOUR_TREE_H
|
||||
@@ -69,10 +69,11 @@ BzObjectPool *bzObjectPoolCreate(const BzObjectPoolDesc *desc) {
|
||||
if (stride < sizeof(i32)) {
|
||||
stride = sizeof(i32);
|
||||
}
|
||||
BZ_ASSERT(desc->objectsPerPage > 0);
|
||||
BZ_ASSERT(desc->objectsPerPage >= 0);
|
||||
BZ_ASSERT(desc->objectsPerPage < (2 << 23));
|
||||
|
||||
size_t objectsPerPage = desc->objectsPerPage;
|
||||
if (objectsPerPage == 0) objectsPerPage = 512;
|
||||
|
||||
size_t pageCapacity = 8;
|
||||
void **pages = bzAlloc(sizeof(*pages) * pageCapacity);
|
||||
@@ -100,6 +101,10 @@ void bzObjectPoolDestroy(BzObjectPool *pool) {
|
||||
bzFree(pool);
|
||||
}
|
||||
|
||||
size_t bzObjectPoolGetObjectSize(BzObjectPool *pool) {
|
||||
return pool->stride;
|
||||
}
|
||||
|
||||
size_t bzObjectPoolGetNumFree(BzObjectPool *pool) {
|
||||
return pool->numFree;
|
||||
}
|
||||
|
||||
@@ -17,6 +17,8 @@ typedef struct BzObjectPoolDesc {
|
||||
BzObjectPool *bzObjectPoolCreate(const BzObjectPoolDesc *desc);
|
||||
void bzObjectPoolDestroy(BzObjectPool *pool);
|
||||
|
||||
size_t bzObjectPoolGetObjectSize(BzObjectPool *pool);
|
||||
|
||||
size_t bzObjectPoolGetNumFree(BzObjectPool *pool);
|
||||
void *bzObjectPool(BzObjectPool *pool);
|
||||
void *bzObjectPoolGetObject(BzObjectPool *pool, u32 idx);
|
||||
|
||||
@@ -2,6 +2,9 @@ project(BreezeTests)
|
||||
|
||||
set(CMAKE_C_STANDARD 11)
|
||||
|
||||
add_executable(btree_test btree_test.c)
|
||||
target_link_libraries(btree_test LINK_PRIVATE Breeze)
|
||||
|
||||
add_executable(window_test window_test.c)
|
||||
target_link_libraries(window_test LINK_PRIVATE Breeze)
|
||||
|
||||
|
||||
63
engine/tests/btree_test.c
Normal file
63
engine/tests/btree_test.c
Normal file
@@ -0,0 +1,63 @@
|
||||
#define BZ_ENTRYPOINT
|
||||
#include <breeze.h>
|
||||
|
||||
BzObjectPool *nodePool = NULL;
|
||||
BzObjectPool *nodeStatePool = NULL;
|
||||
|
||||
BzAIBTNode *printBT = NULL;
|
||||
|
||||
BzAIBTStatus printAction(void *data) {
|
||||
bzLogInfo("Hello, world!");
|
||||
return BZ_AIBT_FAIL;
|
||||
}
|
||||
|
||||
bool init(int *game) {
|
||||
nodePool = bzObjectPoolCreate(&(BzObjectPoolDesc) {
|
||||
.objectSize = bzAIBTGetNodeSize(),
|
||||
});
|
||||
nodeStatePool = bzObjectPoolCreate(&(BzObjectPoolDesc) {
|
||||
.objectSize = bzAIBTGetNodeStateSize()
|
||||
});
|
||||
|
||||
// for 1..5:
|
||||
// delay 1s
|
||||
// print "Hello, world!"
|
||||
printBT = bzAIBTMakeRoot(nodePool);
|
||||
BzAIBTNode *node = bzAIBTDecorRepeat(nodePool, printBT, 5);
|
||||
node = bzAIBTDecorDelay(nodePool, node, 1.0f);
|
||||
bzAIBTAction(nodePool, node, printAction);
|
||||
|
||||
BzAIBTState state = bzAIBTCreateState(&(BzAIBTStateDesc) {
|
||||
.root = printBT,
|
||||
.pool = nodeStatePool,
|
||||
.userData = NULL
|
||||
});
|
||||
|
||||
BzAIBTStatus status = BZ_AIBT_RUNNING;
|
||||
|
||||
i32 count = 0;
|
||||
while (status == BZ_AIBT_RUNNING) {
|
||||
status = bzAIBTExecute(&state, 0.2f);
|
||||
count++;
|
||||
}
|
||||
bzLogInfo("Iter: %d", count);
|
||||
|
||||
bzObjectPoolDestroy(nodePool);
|
||||
bzObjectPoolDestroy(nodeStatePool);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void render(float dt, int *game) {
|
||||
ClearBackground(WHITE);
|
||||
|
||||
}
|
||||
|
||||
bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
|
||||
appDesc->init = (BzAppInitFunc) init;
|
||||
appDesc->render = (BzAppRenderFunc) render;
|
||||
|
||||
init(NULL);
|
||||
|
||||
return false;
|
||||
}
|
||||
Reference in New Issue
Block a user