Behave/behave.lua
2017-12-09 09:31:35 -08:00

805 lines
19 KiB
Lua

local success = setmetatable({ }, {
__tostring = function()
return "success"
end
})
local running = setmetatable({ }, {
__tostring = function()
return "running"
end
})
local fail = setmetatable({ }, {
__tostring = function()
return "fail"
end
})
local Node
do
local _class_0
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
started = false
}
end,
run = function(self)
return success
end,
update = function(self, obj, ...)
local result = success
if not obj[self.u].started and self.start then
result = self:start(obj, ...)
obj[self.u].started = true
end
if result == success then
result = self:run(obj, ...)
end
if result == success then
if self.finish then
result = self:finish(obj, ...)
end
obj[self.u].started = false
end
return result
end
}
_base_0.__index = _base_0
_class_0 = setmetatable({
__init = function(self, fns)
if fns == nil then
fns = { }
end
for key, value in pairs(fns) do
self[key] = value
end
self.success = success
self.running = running
self.fail = fail
self.u = { }
end,
__base = _base_0,
__name = "Node"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
Node = _class_0
end
local Sequence
do
local _class_0
local _parent_0 = Node
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
index = 0,
running = 0
}
end,
update = function(self, obj, ...)
local result = success
if obj[self.u].running then
result = obj[self.u].running:update(obj, ...)
if not (result == running) then
obj[self.u].running = false
end
end
while result == success and obj[self.u].index < #self.nodes do
obj[self.u].index = obj[self.u].index + 1
result = self.nodes[obj[self.u].index]:update(obj, ...)
end
if result == running then
obj[self.u].running = self.nodes[obj[self.u].index]
else
obj[self.u].index = 0
end
return result
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Sequence",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Sequence = _class_0
end
local Selector
do
local _class_0
local _parent_0 = Node
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
index = 0,
running = 0
}
end,
update = function(self, obj, ...)
local result = fail
if obj[self.u].running then
result = obj[self.u].running:update(obj, ...)
if not (result == running) then
obj[self.u].running = false
end
end
while result == fail and obj[self.u].index < #self.nodes do
obj[self.u].index = obj[self.u].index + 1
result = self.nodes[obj[self.u].index]:update(obj, ...)
end
if result == running then
obj[self.u].running = self.nodes[obj[self.u].index]
else
obj[self.u].index = 0
end
return result
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Selector",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Selector = _class_0
end
local Random
do
local _class_0
local _parent_0 = Node
local _base_0 = {
update = function(self, obj, ...)
local index = math.floor(math.random() * #self.nodes + 1)
return self.nodes[index]:update(obj, ...)
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Random",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Random = _class_0
end
local Randomizer
do
local _class_0
local _parent_0 = Node
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
running = false
}
return self:shuffle(obj)
end,
shuffle = function(self, obj)
obj[self.u].shuffledNodes = { }
for i = 1, #self.nodes do
local r = math.random(i)
if not (r == i) then
obj[self.u].shuffledNodes[i] = obj[self.u].shuffledNodes[r]
end
obj[self.u].shuffledNodes[r] = self.nodes[i]
end
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Randomizer",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Randomizer = _class_0
end
local RandomSequence
do
local _class_0
local _parent_0 = Randomizer
local _base_0 = {
update = function(self, obj, ...)
local result = success
if obj[self.u].running then
result = obj[self.u].running:update(obj, ...)
if not (result == running) then
obj[self.u].running = false
end
end
local tmp
while result == success and #obj[self.u].shuffledNodes > 0 do
result = obj[self.u].shuffledNodes[1]:update(obj, ...)
tmp = table.remove(obj[self.u].shuffledNodes, 1)
end
if result == running then
obj[self.u].running = tmp
else
self:shuffle(obj)
end
return result
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "RandomSequence",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
RandomSequence = _class_0
end
local RandomSelector
do
local _class_0
local _parent_0 = Randomizer
local _base_0 = {
update = function(self, obj, ...)
local result = fail
if obj[self.u].running then
result = obj[self.u].running:update(obj, ...)
if not (result == running) then
obj[self.u].running = false
end
end
local tmp
while result == fail and #obj[self.u].shuffledNodes > 0 do
result = obj[self.u].shuffledNodes[1]:update(obj, ...)
tmp = table.remove(obj[self.u].shuffledNodes, 1)
end
if result == running then
obj[self.u].running = tmp
else
self:shuffle()
end
return result
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "RandomSelector",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
RandomSelector = _class_0
end
local Repeat
do
local _class_0
local _parent_0 = Node
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
counter = 1,
running = false
}
end,
update = function(self, obj, ...)
local result = success
if obj[self.u].running then
result = self.node:update(obj, ...)
if not (result == running) then
obj[self.u].running = false
end
end
while result == success and obj[self.u].counter < self.cycles do
obj[self.u].counter = obj[self.u].counter + 1
result = self.node:update(obj, ...)
end
if result == running then
obj[self.u].running = true
else
obj[self.u].counter = 1
end
return result
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, cycles, node)
if cycles == nil then
cycles = 2
end
if node == nil then
node = Node()
end
self.cycles, self.node = cycles, node
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Repeat",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Repeat = _class_0
end
local Decorator
do
local _class_0
local _parent_0 = Node
local _base_0 = {
update = function(self, obj, ...)
return self.node:update(obj, ...)
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, node)
if node == nil then
node = Node()
end
self.node = node
return _class_0.__parent.__init(self)
end,
__base = _base_0,
__name = "Decorator",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Decorator = _class_0
end
local Succeed
do
local _class_0
local _parent_0 = Decorator
local _base_0 = {
update = function(self, obj, ...)
if running == self.node:update(obj, ...) then
return running
else
return success
end
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "Succeed",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Succeed = _class_0
end
local Fail
do
local _class_0
local _parent_0 = Decorator
local _base_0 = {
update = function(self, obj, ...)
if running == self.node:update(obj, ...) then
return running
else
return fail
end
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "Fail",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Fail = _class_0
end
local Invert
do
local _class_0
local _parent_0 = Decorator
local _base_0 = {
update = function(self, obj, ...)
local result = self.node:update(obj, ...)
if result == running then
return running
elseif result == success then
return fail
else
return success
end
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "Invert",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
Invert = _class_0
end
local RunOnce
do
local _class_0
local _parent_0 = Decorator
local _base_0 = {
addObject = function(self, obj)
obj[self.u] = {
ran = false
}
end,
update = function(self, obj, ...)
if not (obj[self.u].ran) then
local result = self.node:update(obj, ...)
if not (result == running) then
obj[self.u].ran = true
end
return result
else
return fail
end
end
}
_base_0.__index = _base_0
setmetatable(_base_0, _parent_0.__base)
_class_0 = setmetatable({
__init = function(self, ...)
return _class_0.__parent.__init(self, ...)
end,
__base = _base_0,
__name = "RunOnce",
__parent = _parent_0
}, {
__index = function(cls, name)
local val = rawget(_base_0, name)
if val == nil then
local parent = rawget(cls, "__parent")
if parent then
return parent[name]
end
else
return val
end
end,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
if _parent_0.__inherited then
_parent_0.__inherited(_parent_0, _class_0)
end
RunOnce = _class_0
end
local Class
Class = function(name, parent)
local newClass, base
base = {
__index = base,
__class = newClass
}
newClass = setmetatable({
__init = function() end,
__base = base,
__name = name
}, {
__call = function(cls, ...)
local self = setmetatable({ }, base)
cls.__init(self, ...)
return self
end
})
if parent then
setmetatable(base, {
__parent = parent.__base
})
newClass.__parent = parent
newClass.__index = function(cls, name)
local val = rawget(base, name)
if val == nil then
return parent[name]
else
return val
end
end
if parent.__inherited then
parent:__inherited(newClass)
end
end
return newClass, base
end
return setmetatable({
Node = Node,
Sequence = Sequence,
Selector = Selector,
Random = Random,
RandomSequence = RandomSequence,
RandomSelector = RandomSelector,
Decorator = Decorator,
Repeat = Repeat,
Succeed = Succeed,
Fail = Fail,
Invert = Invert,
RunOnce = RunOnce,
success = success,
running = running,
fail = fail,
Class = Class
}, {
__call = function(bt, ...)
return bt.Sequence(...)
end
})