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using Photon.Deterministic;
using System;
namespace Quantum
{
public unsafe partial struct BTAgent
{
// Used to setup info on the Unity debugger
public string GetTreeAssetName(Frame frame) => frame.FindAsset<BTRoot>(Tree.Id).Path;
public bool IsAborting => AbortNodeId != 0;
public AIConfig GetConfig(Frame frame)
{
return frame.FindAsset<AIConfig>(Config.Id);
}
public void Initialize(Frame frame, EntityRef entityRef, BTAgent* agent, AssetRefBTNode tree, bool force = false)
{
if (this.Tree != default && force == false)
return;
// -- Cache the tree
BTRoot treeAsset = frame.FindAsset<BTRoot>(tree.Id);
this.Tree = treeAsset;
// -- Allocate data
// Success/Fail/Running
NodesStatus = frame.AllocateList<Byte>(treeAsset.NodesAmount);
// Next tick in which each service shall be updated
ServicesEndTimes = frame.AllocateList<FP>(4);
// Node data, such as FP for timers, Integers for IDs
BTDataValues = frame.AllocateList<BTDataValue>(4);
// The Services contained in the current sub-tree,
// which should be updated considering its intervals
ActiveServices = frame.AllocateList<AssetRefBTService>(4);
// The Dynamic Composites contained in the current sub-tree,
// which should be re-checked every tick
DynamicComposites = frame.AllocateList<AssetRefBTComposite>(4);
// -- Cache the Blackboard (if any)
AIBlackboardComponent* blackboard = null;
if (frame.Has<AIBlackboardComponent>(entityRef))
{
blackboard = frame.Unsafe.GetPointer<AIBlackboardComponent>(entityRef);
}
// -- Initialize the tree
treeAsset.InitializeTree(frame, agent, blackboard);
// -- Trigger the debugging event (mostly for the Unity side)
BTManager.OnSetupDebugger?.Invoke(entityRef, treeAsset.Path);
}
public void Free(Frame frame)
{
Tree = default;
frame.FreeList<Byte>(NodesStatus);
frame.FreeList<FP>(ServicesEndTimes);
frame.FreeList<BTDataValue>(BTDataValues);
frame.FreeList<AssetRefBTService>(ActiveServices);
frame.FreeList<AssetRefBTComposite>(DynamicComposites);
}
#region Int and FP Data
// Getter / Setters of node FP and Int32 data
public void AddFPData(Frame frame, FP fpValue)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
BTDataValue newDataValue = new BTDataValue();
*newDataValue.FPValue = fpValue;
nodesDataList.Add(newDataValue);
}
public void AddIntData(Frame frame, Int32 intValue)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
BTDataValue newDataValue = new BTDataValue();
*newDataValue.IntValue = intValue;
nodesDataList.Add(newDataValue);
}
public void SetFPData(Frame frame, FP value, Int32 index)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
*nodesDataList.GetPointer(index)->FPValue = value;
}
public void SetIntData(Frame frame, Int32 value, Int32 index)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
*nodesDataList.GetPointer(index)->IntValue = value;
}
public FP GetFPData(Frame frame, Int32 index)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
return *nodesDataList.GetPointer(index)->FPValue;
}
public Int32 GetIntData(Frame frame, Int32 index)
{
var nodesDataList = frame.ResolveList<BTDataValue>(BTDataValues);
return *nodesDataList.GetPointer(index)->IntValue;
}
#endregion
public void Update(ref BTParams btParams)
{
if (btParams.Agent->Current == null)
{
btParams.Agent->Current = btParams.Agent->Tree;
}
RunDynamicComposites(btParams);
BTNode node = btParams.Frame.FindAsset<BTNode>(btParams.Agent->Current.Id);
UpdateSubtree(btParams, node);
BTManager.ClearBTParams(btParams);
}
// We run the dynamic composites contained on the current sub-tree (if any)
// If any of them result in "False", we abort the current sub-tree
// and take the execution back to the topmost decorator so the agent can choose another path
private void RunDynamicComposites(BTParams btParams)
{
var frame = btParams.Frame;
var dynamicComposites = frame.ResolveList<AssetRefBTComposite>(DynamicComposites);
for (int i = 0; i < dynamicComposites.Count; i++)
{
var compositeRef = dynamicComposites.GetPointer(i);
var composite = frame.FindAsset<BTComposite>(compositeRef->Id);
var dynamicResult = composite.OnDynamicRun(btParams);
if (dynamicResult == false)
{
btParams.Agent->Current = composite.TopmostDecorator;
dynamicComposites.Remove(*compositeRef);
composite.OnReset(btParams);
return;
}
}
}
private void UpdateSubtree(BTParams btParams, BTNode node, bool continuingAbort = false)
{
// Start updating the tree from the Current agent's node
var result = node.RunUpdate(btParams, continuingAbort);
// If the current node completes, go up in the tree until we hit a composite
// Run that one. On success or fail continue going up.
while (result != BTStatus.Running && node.Parent != null)
{
// As we are traversing the tree up, we allow nodes to remove any
// data that is only needed locally
node.OnExit(btParams);
node = node.Parent;
if (node.NodeType == BTNodeType.Composite)
{
((BTComposite)node).ChildCompletedRunning(btParams, result);
result = node.RunUpdate(btParams, continuingAbort);
}
if (node.NodeType == BTNodeType.Decorator)
{
((BTDecorator)node).EvaluateAbortNode(btParams);
}
}
BTService.TickServices(btParams);
if (result != BTStatus.Running)
{
BTNode tree = btParams.Frame.FindAsset<BTNode>(btParams.Agent->Tree.Id);
tree.OnReset(btParams);
btParams.Agent->Current = btParams.Agent->Tree;
BTManager.OnTreeCompleted?.Invoke(btParams.Entity);
//Log.Info("Behaviour Tree completed with result '{0}'. It will re-start from '{1}'", result, btParams.Agent->Current.Id);
}
}
public unsafe void AbortLowerPriority(BTParams btParams, BTNode node)
{
// Go up and find the next interesting node (composite or root)
var topNode = node;
while (
topNode.NodeType != BTNodeType.Composite &&
topNode.NodeType != BTNodeType.Root)
{
topNode = topNode.Parent;
}
if (topNode.NodeType == BTNodeType.Root)
{
return;
}
var nodeAsComposite = (topNode as BTComposite);
nodeAsComposite.AbortNodes(btParams, nodeAsComposite.GetCurrentChild(btParams.Frame, btParams.Agent) + 1);
}
// Used to react to blackboard changes which are observed by Decorators
// This is triggered by the Blackboard Entry itself, which has a list of Decorators that observes it
public unsafe void OnDecoratorReaction(BTParams btParams, BTNode node, BTAbort abort, out bool abortSelf, out bool abortLowerPriotity)
{
abortSelf = false;
abortLowerPriotity = false;
var status = node.GetStatus(btParams.Frame, btParams.Agent);
if (abort.IsSelf() && (status == BTStatus.Running || status == BTStatus.Inactive))
{
// Check condition again
if (node.DryRun(btParams) == false)
{
abortSelf = true;
node.OnAbort(btParams);
}
}
if (abort.IsLowerPriority())
{
AbortLowerPriority(btParams, node);
abortLowerPriotity = true;
}
}
}
} |