Behave/behave.lua
2017-12-09 08:53:37 -08:00

699 lines
16 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 = {
run = function(self)
return success
end,
update = function(self, ...)
local result = success
if not self.started and self.start then
result = self:start(...)
self.started = true
end
if result == success then
result = self:run(...)
end
if result == success then
if self.finish then
result = self:finish(...)
end
self.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.started = false
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 = {
update = function(self, ...)
local result = success
if self._running then
result = self._running:update(...)
if not (result == running) then
self._running = false
end
end
while result == success and self.index < #self.nodes do
self.index = self.index + 1
result = self.nodes[self.index]:update(...)
end
if result == running then
self._running = self.nodes[self.index]
else
self.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
_class_0.__parent.__init(self)
self.index = 0
self._running = false
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 = {
update = function(self, ...)
local result = fail
if self._running then
result = self._running:update(...)
if not (result == running) then
self._running = false
end
end
while result == fail and self.index < #self.nodes do
self.index = self.index + 1
result = self.nodes[self.index]:update(...)
end
if result == running then
self._running = self.nodes[self.index]
else
self.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
_class_0.__parent.__init(self)
self.index = 0
self._running = false
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, ...)
local index = math.floor(math.random() * #self.nodes + 1)
return self.nodes[index]:update(...)
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 RandomSequence
do
local _class_0
local _parent_0 = Node
local _base_0 = {
shuffle = function(self)
self._shuffled = { }
for i = 1, #self.nodes do
local r = math.random(i)
if not (r == i) then
self._shuffled[i] = self._shuffled[r]
end
self._shuffled[r] = self.nodes[i]
end
end,
update = function(self, ...)
local result = success
if self._running then
result = self._running:update(...)
if not (result == running) then
self._running = false
end
end
local tmp
while result == success and #self._shuffled > 0 do
result = self._shuffled[1]:update(...)
tmp = table.remove(self._shuffled, 1)
end
if result == running then
self._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, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
_class_0.__parent.__init(self)
self._running = false
return self:shuffle()
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 = Node
local _base_0 = {
shuffle = function(self)
self._shuffled = { }
for i = 1, #self.nodes do
local r = math.random(i)
if not (r == i) then
self._shuffled[i] = self._shuffled[r]
end
self._shuffled[r] = self.nodes[i]
end
end,
update = function(self, ...)
local result = fail
if self._running then
result = self._running:update(...)
if not (result == running) then
self._running = false
end
end
local tmp
while result == fail and #self._shuffled > 0 do
result = self._shuffled[1]:update(...)
tmp = table.remove(self._shuffled, 1)
end
if result == running then
self._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, nodes)
if nodes == nil then
nodes = { }
end
self.nodes = nodes
_class_0.__parent.__init(self)
self._running = false
return self:shuffle()
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 = {
update = function(self, ...)
local result = success
if self._running then
result = self.node:update(...)
if not (result == running) then
self._running = false
end
end
while result == success and self.counter < self.cycles do
self.counter = self.counter + 1
result = self.node:update(...)
end
if result == running then
self._running = true
else
self.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
_class_0.__parent.__init(self)
self.counter = 1
self._running = false
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 Succeed
do
local _class_0
local _parent_0 = Node
local _base_0 = {
update = function(self, ...)
if running == self.node:update(...) 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, node)
if node == nil then
node = Node()
end
self.node = node
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 = Node
local _base_0 = {
update = function(self, ...)
if running == self.node:update(...) 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, node)
if node == nil then
node = Node()
end
self.node = node
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 = Node
local _base_0 = {
update = function(self, ...)
local result = self.node:update(...)
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, node)
if node == nil then
node = Node()
end
self.node = node
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 = Node
local _base_0 = {
update = function(self, ...)
if not (self.ran) then
local result = self.node:update(...)
if not (result == running) then
self.run = 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, node)
if node == nil then
node = Node()
end
self.node = node
_class_0.__parent.__init(self)
self.ran = false
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 behave = {
Node = Node,
Sequence = Sequence,
Selector = Selector,
Random = Random,
RandomSequence = RandomSequence,
RandomSelector = RandomSelector,
Repeat = Repeat,
Succeed = Succeed,
Fail = Fail,
Invert = Invert,
RunOnce = RunOnce,
success = success,
running = running,
fail = fail
}
behave.clone = function(object)
local cls = getmetatable(object).__class.__name
local new = behave[cls](object)
if object.nodes then
local nodes = { }
for k, v in pairs(object.nodes) do
nodes[k] = behave.clone(v)
end
new.nodes = nodes
elseif object.node then
new.node = behave.clone(object.node)
end
return new
end
return behave