266 lines
7.0 KiB
C
266 lines
7.0 KiB
C
#ifndef BREEZE_BEHAVIOUR_TREE_H
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#define BREEZE_BEHAVIOUR_TREE_H
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#include "../defines.h"
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typedef struct BzBTNode BzBTNode;
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typedef enum BzBTStatus {
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BZ_BT_RUNNING,
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BZ_BT_SUCCESS,
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BZ_BT_FAIL,
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BZ_BT_ERROR,
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} BzBTStatus;
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typedef BzBTStatus(*BzBTActionFn)(void *data, f32 dt);
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typedef enum BzBTNodeType {
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// Composite
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BZ_BT_COMP_SELECTOR,
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BZ_BT_COMP_SEQUENCE,
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BZ_BT_COMP_PSELECTOR,
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BZ_BT_COMP_PSEQUENCE,
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// Decorator
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BZ_BT_DECOR_DUMMY,
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BZ_BT_DECOR_SUCCESS,
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BZ_BT_DECOR_FAIL,
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BZ_BT_DECOR_INVERT,
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BZ_BT_DECOR_UNTIL_SUCCESS,
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BZ_BT_DECOR_UNTIL_FAIL,
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BZ_BT_DECOR_REPEAT,
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BZ_BT_DECOR_DELAY,
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// Action/Task
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BZ_BT_ACTION,
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} BzBTNodeType;
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typedef struct BzObjectPool BzObjectPool;
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typedef struct BzBTNodeState BzBTNodeState;
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typedef struct BzBTState {
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const BzBTNode *root;
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BzBTNodeState *_first;
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BzBTNodeState *_last;
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BzBTActionFn onSuccess;
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BzBTActionFn onFailure;
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BzBTActionFn onError;
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BzObjectPool *nodeStatePool;
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void *userData;
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} BzBTState;
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typedef struct BzBTStateDesc {
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const BzBTNode *root;
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BzObjectPool *pool;
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void *userData;
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} BzBTStateDesc;
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/**
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* @brief Useful for allocating BzBTNode pools.
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* @return size of BzBTNode
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*/
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size_t bzBTGetNodeSize();
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/**
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* @brief Useful for allocating BzBTNodeState pools.
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* @return size of BzBTNodeState
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*/
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size_t bzBTGetNodeStateSize();
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/**
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* @brief Utility function for converting enum type to human readable string.
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* @return human-readable node type
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*/
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const char *bzBTNodeTypeToStr(BzBTNodeType type);
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/**
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* @brief Starting point of BT.
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* @param nodePool pool
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* @return allocated node
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*/
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BzBTNode *bzBTMakeRoot(BzObjectPool *nodePool);
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/**
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* @brief Recursively cleans up BT.
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* @param nodePool pool
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* @param node BT root
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*/
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void bzBTDestroyRoot(BzObjectPool *nodePool, BzBTNode *node);
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/**
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* @brief Execute all children in turn until one fails.
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*
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* Execution is BZ_BT_SUCCESS, if all children are ran successfully.
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* Child execution, does not progress unless child finishes (no BZ_BT_RUNNING status).
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*
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* @param nodePool pool
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* @param parent parent of the composite
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* @return allocated composite
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*/
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BzBTNode *bzBTCompSelector(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Execute all children in turn until first one succeeds.
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*
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* Execution is BZ_BT_FAIL, if no children are ran successfully.
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* Child execution is blocking -> it does not progress unless child
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* finishes (is not BZ_BT_RUNNING).
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*
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* @param nodePool pool
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* @param parent parent of the composite
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* @return allocated composite
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*/
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BzBTNode *bzBTCompSequence(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Execute all children in turn until one fails.
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*
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* Execution is BZ_BT_SUCCESS, if all children are ran successfully.
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* Children are executed in non-blocking way in the order of BT.
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*
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* @param nodePool pool
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* @param parent parent of the composite
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* @return allocated composite
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*/
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BzBTNode *bzBTCompPSelector(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Execute all children in turn until first one succeeds.
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*
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* Execution is BZ_BT_FAIL, if no children are ran successfully.
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* Children are executed in non-blocking way in the order of BT.
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*
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* @param nodePool pool
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* @param parent parent of the composite
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* @return allocated composite
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*/
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BzBTNode *bzBTCompPSequence(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Returns child status.
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*
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* Note: Useful when nesting BTs.
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*
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorDummy(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Returns BZ_BT_SUCCESS, if no BZ_BT_ERROR occurred.
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorSuccess(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Returns BZ_BT_FAIL, if no BZ_BT_ERROR occurred.
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorFail(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Inverts child result.
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*
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* Note: Only for BZ_BT_SUCCESS and BZ_BT_FAIL. Other statuses
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* are propagated up.
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*
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorInvert(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Repeats child execution until it returns BZ_BT_SUCCESS.
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*
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* Note: BZ_BT_ERROR also causes it to return.
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*
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorUntilSuccess(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Repeats child execution until it returns BZ_BT_FAIL.
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*
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* Note: BZ_BT_ERROR also causes it to return.
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*
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* @param nodePool pool
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* @param parent parent of the decorator
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorUntilFail(BzObjectPool *nodePool, BzBTNode *parent);
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/**
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* @brief Repeats child execution n-times.
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* @param nodePool pool
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* @param parent parent of the decorator
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* @param n number of repeats
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorRepeat(BzObjectPool *nodePool, BzBTNode *parent, i32 n);
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/**
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* @brief Delays child/sibling execution for specified ms.
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*
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* Note: for this to properly work, correct dt must be passed
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* in when executing BT.
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*
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* @param nodePool pool
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* @param parent parent of the decorator
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* @param ms milliseconds to wait
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* @return allocated decorator
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*/
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BzBTNode *bzBTDecorDelay(BzObjectPool *nodePool, BzBTNode *parent, f32 ms);
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/**
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* @brief Creates BT task.
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* @param nodePool pool
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* @param parent parent of the task
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* @param fn function pointer for the task
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* @return allocated action
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*/
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BzBTNode *bzBTAction(BzObjectPool *nodePool, BzBTNode *parent, BzBTActionFn fn);
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// Reflection data
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void bzBTNodeSetName(BzBTNode *node, const char *name);
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const char *bzBTNodeGetName(const BzBTNode *node);
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i32 bzBTDecorGetRepeat(const BzBTNode *node);
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f32 bzBTDecorGetDelay(const BzBTNode *node);
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BzBTActionFn bzBTActionGetFn(const BzBTNode *node);
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BzBTNodeType bzBTGetNodeType(const BzBTNode *node);
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BzBTNode *bzBTNodeChild(const BzBTNode *node);
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BzBTNode *bzBTNodeNext(const BzBTNode *node);
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const BzBTNode *bzBTNodeStateGetNode(const BzBTNodeState *state);
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const BzBTNodeState *bzBTNodeStateNext(const BzBTNodeState *state);
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bool bzBTNodeMatchesState(const BzBTNode *node, const BzBTNodeState *state);
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BzBTNode *bzBTCompStateGetRunningChild(const BzBTNodeState *state);
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i32 bzBTRepeatStateGetIter(const BzBTNodeState *state);
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f32 bzBTDelayStateGetElapsed(const BzBTNodeState *state);
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/**
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* @brief Creates state for a given BT.
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* @param desc input parameters
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* @return BT state
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*/
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BzBTState bzBTCreateState(const BzBTStateDesc *desc);
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/**
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* @brief Cleans up state (does not modify BT).
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* @param state state to clean up
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*/
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void bzBTDestroyState(BzBTState *state);
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/**
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* @brief Tick behaviour tree.
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* @param state state of the behaviour tree
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* @param dt delta time
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* @return status of BT tick
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*/
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BzBTStatus bzBTExecute(BzBTState *state, f32 dt);
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#endif //BREEZE_BEHAVIOUR_TREE_H
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