mirror of
https://github.com/TangentFoxy/Behave.git
synced 2024-11-15 11:04:21 +00:00
addObject fully implemented
This commit is contained in:
parent
6a61891ade
commit
b34b6c8bc5
10
ReadMe.md
10
ReadMe.md
@ -13,10 +13,10 @@ bt = require "behave"
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tree = bt.Sequence({
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bt.Node({
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run = function(self)
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run = function(self, obj, ...)
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-- do stuff
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end,
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finish = function(self)
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finish = function(self, obj, ...)
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-- finish up
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end
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}),
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@ -30,6 +30,9 @@ tree = bt.Sequence({
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})
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})
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tree:addObject(obj)
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tree:update(obj)
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node1 = {
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-- pretend this has run/finish functions or whatever
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}
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@ -74,6 +77,7 @@ will be passed to their children as they are called).
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Pass a table of nodes to these to set their contents. All composite nodes repeat
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after the entire tree has been processed.
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- Composite: Super class of the other composite nodes.
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- Sequence: Runs children until a failure or success of all.
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- Selector: Runs children until a success or failure of all.
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- Random: Runs a random child and returns its result.
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@ -88,8 +92,8 @@ Pass a single node to these, except for `Repeat`, which needs a number followed
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by a node. All decorator nodes (except `RunOnce`) repeat after the entire tree
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has been processed.
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- Decorator: Superclass. Just returns the result of its child node.
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- Repeat: Repeats a node a specified number of times, fails if the node fails.
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- Decorator: Does nothing except return the result of its child node.
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- Succeed: Runs a node and returns success.
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- Fail: Runs a node and returns failure.
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- Invert: Runs a node, reporting a success on fail, and failure on success.
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239
behave.lua
239
behave.lua
@ -70,12 +70,63 @@ do
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_base_0.__class = _class_0
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Node = _class_0
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end
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local Sequence
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local Composite
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do
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local _class_0
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local _parent_0 = Node
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local _base_0 = {
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addObject = function(self, obj)
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local _list_0 = self.nodes
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for _index_0 = 1, #_list_0 do
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local node = _list_0[_index_0]
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node:addObject(obj)
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end
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end
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}
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, nodes)
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if nodes == nil then
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nodes = { }
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end
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self.nodes = nodes
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return _class_0.__parent.__init(self)
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end,
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__base = _base_0,
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__name = "Composite",
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__parent = _parent_0
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}, {
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__index = function(cls, name)
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local val = rawget(_base_0, name)
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if val == nil then
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local parent = rawget(cls, "__parent")
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if parent then
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return parent[name]
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end
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else
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return val
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end
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end,
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__call = function(cls, ...)
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local _self_0 = setmetatable({}, _base_0)
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cls.__init(_self_0, ...)
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return _self_0
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end
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})
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_base_0.__class = _class_0
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if _parent_0.__inherited then
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_parent_0.__inherited(_parent_0, _class_0)
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end
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Composite = _class_0
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end
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local Sequence
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do
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local _class_0
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local _parent_0 = Composite
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local _base_0 = {
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addObject = function(self, obj)
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_class_0.__parent.__base.addObject(self)
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obj[self.u] = {
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index = 0,
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running = 0
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@ -104,12 +155,8 @@ do
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, nodes)
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if nodes == nil then
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nodes = { }
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end
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self.nodes = nodes
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return _class_0.__parent.__init(self)
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__init = function(self, ...)
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return _class_0.__parent.__init(self, ...)
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end,
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__base = _base_0,
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__name = "Sequence",
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@ -141,9 +188,10 @@ end
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local Selector
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do
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local _class_0
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local _parent_0 = Node
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local _parent_0 = Composite
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local _base_0 = {
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addObject = function(self, obj)
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_class_0.__parent.__base.addObject(self)
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obj[self.u] = {
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index = 0,
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running = 0
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@ -172,12 +220,8 @@ do
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, nodes)
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if nodes == nil then
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nodes = { }
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end
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self.nodes = nodes
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return _class_0.__parent.__init(self)
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__init = function(self, ...)
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return _class_0.__parent.__init(self, ...)
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end,
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__base = _base_0,
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__name = "Selector",
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@ -209,7 +253,7 @@ end
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local Random
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do
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local _class_0
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local _parent_0 = Node
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local _parent_0 = Composite
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local _base_0 = {
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update = function(self, obj, ...)
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local index = math.floor(math.random() * #self.nodes + 1)
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@ -219,12 +263,8 @@ do
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, nodes)
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if nodes == nil then
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nodes = { }
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end
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self.nodes = nodes
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return _class_0.__parent.__init(self)
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__init = function(self, ...)
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return _class_0.__parent.__init(self, ...)
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end,
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__base = _base_0,
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__name = "Random",
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@ -256,9 +296,10 @@ end
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local Randomizer
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do
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local _class_0
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local _parent_0 = Node
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local _parent_0 = Composite
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local _base_0 = {
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addObject = function(self, obj)
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_class_0.__parent.__base.addObject(self)
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obj[self.u] = {
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running = false
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}
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@ -278,12 +319,8 @@ do
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, nodes)
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if nodes == nil then
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nodes = { }
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end
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self.nodes = nodes
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return _class_0.__parent.__init(self)
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__init = function(self, ...)
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return _class_0.__parent.__init(self, ...)
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end,
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__base = _base_0,
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__name = "Randomizer",
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@ -430,82 +467,14 @@ do
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end
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RandomSelector = _class_0
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end
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local Repeat
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do
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local _class_0
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local _parent_0 = Node
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local _base_0 = {
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addObject = function(self, obj)
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obj[self.u] = {
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counter = 1,
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running = false
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}
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end,
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update = function(self, obj, ...)
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local result = success
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if obj[self.u].running then
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result = self.node:update(obj, ...)
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if not (result == running) then
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obj[self.u].running = false
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end
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end
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while result == success and obj[self.u].counter < self.cycles do
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obj[self.u].counter = obj[self.u].counter + 1
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result = self.node:update(obj, ...)
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end
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if result == running then
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obj[self.u].running = true
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else
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obj[self.u].counter = 1
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end
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return result
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end
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}
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, cycles, node)
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if cycles == nil then
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cycles = 2
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end
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if node == nil then
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node = Node()
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end
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self.cycles, self.node = cycles, node
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return _class_0.__parent.__init(self)
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end,
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__base = _base_0,
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__name = "Repeat",
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__parent = _parent_0
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}, {
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__index = function(cls, name)
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local val = rawget(_base_0, name)
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if val == nil then
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local parent = rawget(cls, "__parent")
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if parent then
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return parent[name]
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end
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else
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return val
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end
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end,
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__call = function(cls, ...)
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local _self_0 = setmetatable({}, _base_0)
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cls.__init(_self_0, ...)
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return _self_0
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end
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})
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_base_0.__class = _class_0
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if _parent_0.__inherited then
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_parent_0.__inherited(_parent_0, _class_0)
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end
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Repeat = _class_0
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end
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local Decorator
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do
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local _class_0
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local _parent_0 = Node
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local _base_0 = {
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addObject = function(self, obj)
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return self.node:addObject(obj)
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end,
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update = function(self, obj, ...)
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return self.node:update(obj, ...)
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end
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@ -547,6 +516,78 @@ do
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end
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Decorator = _class_0
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end
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local Repeat
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do
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local _class_0
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local _parent_0 = Decorator
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local _base_0 = {
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addObject = function(self, obj)
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_class_0.__parent.__base.addObject(self)
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obj[self.u] = {
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counter = 1,
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running = false
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}
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end,
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update = function(self, obj, ...)
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local result = success
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if obj[self.u].running then
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result = self.node:update(obj, ...)
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if not (result == running) then
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obj[self.u].running = false
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end
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end
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while result == success and obj[self.u].counter < self.cycles do
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obj[self.u].counter = obj[self.u].counter + 1
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result = self.node:update(obj, ...)
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end
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if result == running then
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obj[self.u].running = true
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else
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obj[self.u].counter = 1
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end
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return result
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end
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}
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_base_0.__index = _base_0
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setmetatable(_base_0, _parent_0.__base)
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_class_0 = setmetatable({
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__init = function(self, cycles, node)
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if cycles == nil then
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cycles = 2
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end
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if node == nil then
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node = Node()
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end
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self.cycles, self.node = cycles, node
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return _class_0.__parent.__init(self, self.node)
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end,
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__base = _base_0,
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__name = "Repeat",
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__parent = _parent_0
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}, {
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__index = function(cls, name)
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local val = rawget(_base_0, name)
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if val == nil then
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local parent = rawget(cls, "__parent")
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if parent then
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return parent[name]
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end
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else
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return val
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end
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end,
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__call = function(cls, ...)
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local _self_0 = setmetatable({}, _base_0)
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cls.__init(_self_0, ...)
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return _self_0
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end
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})
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_base_0.__class = _class_0
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if _parent_0.__inherited then
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_parent_0.__inherited(_parent_0, _class_0)
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end
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Repeat = _class_0
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end
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local Succeed
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do
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local _class_0
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52
behave.moon
52
behave.moon
@ -33,12 +33,18 @@ class Node
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obj[@u].started = false
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return result
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-- Runs children in order until one returns fail, or all succeed.
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class Sequence extends Node
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class Composite extends Node
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new: (@nodes={}) =>
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super!
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addObject: (obj) =>
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for node in *@nodes
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node\addObject obj
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-- Runs children in order until one returns fail, or all succeed.
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class Sequence extends Composite
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addObject: (obj) =>
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super!
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obj[@u] = {
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index: 0
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running: 0
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@ -64,11 +70,9 @@ class Sequence extends Node
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return result
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-- Runs children in order until one succeeds or all fail.
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class Selector extends Node
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new: (@nodes={}) =>
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super!
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class Selector extends Composite
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addObject: (obj) =>
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super!
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obj[@u] = {
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index: 0
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running: 0
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@ -93,19 +97,14 @@ class Selector extends Node
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return result
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-- Runs a random child.
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class Random extends Node
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new: (@nodes={}) =>
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super!
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class Random extends Composite
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update: (obj, ...) =>
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index = math.floor math.random! * #@nodes + 1
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return @nodes[index]\update obj, ...
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class Randomizer extends Node
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new: (@nodes={}) =>
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super!
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class Randomizer extends Composite
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addObject: (obj) =>
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super!
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obj[@u] = {
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running: false
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}
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@ -163,12 +162,23 @@ class RandomSelector extends Randomizer
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return result
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-- Repeats a node a specified number of times, unless it fails.
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class Repeat extends Node
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new: (@cycles=2, @node=Node!) =>
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class Decorator extends Node
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new: (@node=Node!) =>
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super!
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addObject: (obj) =>
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@node\addObject obj
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update: (obj, ...) =>
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return @node\update obj, ...
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-- Repeats a node a specified number of times, unless it fails.
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class Repeat extends Decorator
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new: (@cycles=2, @node=Node!) =>
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super @node
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addObject: (obj) =>
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super!
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obj[@u] = {
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counter: 1
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running: false
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@ -193,13 +203,6 @@ class Repeat extends Node
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return result
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class Decorator extends Node
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new: (@node=Node!) =>
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super!
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update: (obj, ...) =>
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return @node\update obj, ...
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-- Returns success whether or not the node succeeds.
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class Succeed extends Decorator
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update: (obj, ...) =>
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@ -285,6 +288,7 @@ setmetatable {
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:Node
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-- Composite Nodes
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:Composite
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:Sequence
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:Selector
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:Random
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Loading…
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Block a user