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#include "aibehaviorcomponent.h"
#include "Game/Systems/AI/Actions/walkaction.h"
#include "Game/Systems/AI/Conditions/proximitycondition.h"
#include "Game/Systems/AI/btselector.h"
#include "Game/Systems/AI/btsequence.h"
AIBehaviorComponent::AIBehaviorComponent(std::string entity_id,
std::map<std::string, BlackboardData>& global_blackboard):
m_global_blackboard(global_blackboard)
{
m_entity_id = entity_id;
makeBehaviorTree();
}
void AIBehaviorComponent::makeBehaviorTree(){
// leaves
//std::unique_ptr<BTNode> walk = std::make_unique<WalkAction>(m_entity_id, m_global_blackboard);
BTNode *proximCond = new ProximityCondition(m_entity_id, m_global_blackboard, 20.f);
BTNode *walk = new WalkAction(m_entity_id, m_global_blackboard);
// // pathfind sequence
BTNode *pathfindSeq = new BTSequence;
pathfindSeq->addChildren(proximCond);
pathfindSeq->addChildren(walk);
// // idle sequence
// // root
m_root = new BTSelector;
m_root->addChildren(pathfindSeq);
}
// how might i be able to generalize the creation of the tree?
void AIBehaviorComponent::update(float seconds){
// update root, which updates all its children
//std::cout << "---------in ai system" << std::endl;
m_status = m_root->update(seconds);
}
AIBehaviorComponent::~AIBehaviorComponent(){
delete m_root;
}
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