mirror of
https://github.com/TangentFoxy/Behave.git
synced 2024-11-15 11:04:21 +00:00
313 lines
6.4 KiB
Plaintext
313 lines
6.4 KiB
Plaintext
success = setmetatable({}, {__tostring: -> return "success"})
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running = setmetatable({}, {__tostring: -> return "running"})
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fail = setmetatable({}, {__tostring: -> return "fail"})
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class Node
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new: (fns={}) =>
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for key, value in pairs fns
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@[key] = value
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@success = success
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@running = running
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@fail = fail
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@u = {}
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addObject: (obj) =>
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obj[@u] = {
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started: false
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}
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run: =>
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return success
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update: (obj, ...) =>
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result = success
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if not obj[@u].started and @start
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result = @\start obj, ...
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obj[@u].started = true
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if result == success
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result = @\run obj, ...
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if result == success
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result = @\finish(obj, ...) if @finish
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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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new: (@nodes={}) =>
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super!
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addObject: (obj) =>
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obj[@u] = {
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index: 0
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running: 0
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}
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update: (obj, ...) =>
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result = success
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if obj[@u].running
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result = obj[@u].running\update obj, ...
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unless result == running
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obj[@u].running = false
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while result == success and obj[@u].index < #@nodes
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obj[@u].index += 1
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result = @nodes[obj[@u].index]\update obj, ...
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if result == running
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obj[@u].running = @nodes[obj[@u].index]
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else
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obj[@u].index = 0
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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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addObject: (obj) =>
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obj[@u] = {
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index: 0
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running: 0
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}
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update: (obj, ...) =>
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result = fail
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if obj[@u].running
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result = obj[@u].running\update obj, ...
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unless result == running
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obj[@u].running = false
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while result == fail and obj[@u].index < #@nodes
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obj[@u].index += 1
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result = @nodes[obj[@u].index]\update obj, ...
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if result == running
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obj[@u].running = @nodes[obj[@u].index]
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else
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obj[@u].index = 0
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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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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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addObject: (obj) =>
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obj[@u] = {
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running: false
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}
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@shuffle obj
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shuffle: (obj) =>
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obj[@u].shuffledNodes = {}
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for i = 1, #@nodes
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r = math.random i
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unless r == i
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obj[@u].shuffledNodes[i] = obj[@u].shuffledNodes[r]
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obj[@u].shuffledNodes[r] = @nodes[i]
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-- Randomizes order of nodes in between complete runs of them as a Sequence.
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class RandomSequence extends Randomizer
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update: (obj, ...) =>
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result = success
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if obj[@u].running
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result = obj[@u].running\update obj, ...
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unless result == running
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obj[@u].running = false
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local tmp
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while result == success and #obj[@u].shuffledNodes > 0
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result = obj[@u].shuffledNodes[1]\update obj, ...
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tmp = table.remove obj[@u].shuffledNodes, 1
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if result == running
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obj[@u].running = tmp
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else
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@shuffle obj
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return result
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-- Randomizes order of nodes in between complete runs of them as a Selector.
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class RandomSelector extends Randomizer
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update: (obj, ...) =>
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result = fail
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if obj[@u].running
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result = obj[@u].running\update obj, ...
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unless result == running
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obj[@u].running = false
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local tmp
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while result == fail and #obj[@u].shuffledNodes > 0
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result = obj[@u].shuffledNodes[1]\update obj, ...
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tmp = table.remove obj[@u].shuffledNodes, 1
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if result == running
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obj[@u].running = tmp
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else
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@shuffle!
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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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super!
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addObject: (obj) =>
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obj[@u] = {
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counter: 1
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running: false
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}
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update: (obj, ...) =>
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result = success
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if obj[@u].running
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result = @node\update obj, ...
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unless result == running
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obj[@u].running = false
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while result == success and obj[@u].counter < @cycles
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obj[@u].counter += 1
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result = @node\update obj, ...
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if result == running
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obj[@u].running = true
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else
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obj[@u].counter = 1
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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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if running == @node\update obj, ...
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return running
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else
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return success
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-- Returns fail whether or not the node fails.
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class Fail extends Decorator
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update: (obj, ...) =>
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if running == @node\update obj, ...
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return running
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else
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return fail
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-- Returns success when the node fails, and failure on success.
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class Invert extends Decorator
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update: (obj, ...) =>
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result = @node\update obj, ...
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if result == running
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return running
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elseif result == success
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return fail
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else
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return success
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-- Only runs children once, and returns fail from then on.
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class RunOnce extends Decorator
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addObject: (obj) =>
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obj[@u] = {
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ran: false
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}
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update: (obj, ...) =>
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unless obj[@u].ran
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result = @node\update obj, ...
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unless result == running
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obj[@u].ran = true
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return result
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else
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return fail
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-- A MoonScript-compatible class implementation for creating your own classes.
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Class = (name, parent) ->
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local newClass, base
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base = {
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__index: base
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__class: newClass
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}
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newClass = setmetatable {
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__init: ->
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__base: base
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__name: name
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}, {
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__call: (cls, ...) ->
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@ = setmetatable({}, base)
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cls.__init(@, ...)
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return @
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}
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if parent
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setmetatable base, {
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__parent: parent.__base
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}
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newClass.__parent = parent
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newClass.__index = (cls, name) ->
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val = rawget(base, name)
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if val == nil
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return parent[name]
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else
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return val
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if parent.__inherited
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parent\__inherited newClass
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return newClass, base
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setmetatable {
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-- Leaf Node
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:Node
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-- Composite Nodes
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:Sequence
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:Selector
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:Random
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:RandomSequence
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:RandomSelector
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-- Decorator Nodes
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:Decorator
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:Repeat
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:Succeed
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:Fail
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:Invert
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:RunOnce
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-- Return Values
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:success
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:running
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:fail
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-- Utility Fns
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:Class
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}, {
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__call: (bt, ...) ->
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bt.Sequence ...
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}
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