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Node.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
namespace BeeTree
{
[System.Serializable]
public class Node : ScriptableObject
{
public int guid = int.MinValue;
[SerializeField] protected BehaviourTree _tree;
/// <summary>
/// having a value of int.MinValue represents a null parent
/// </summary>
public int parentGuid = int.MinValue;
public List<int> childrenGuids = new List<int>();
/// <summary>
/// Any negative number allows infinite children
/// </summary>
public virtual int MaxChildren => -1;
protected List<Node> _childrenQueue;
protected NodeState _state = NodeState.Idle;
protected Node _currentChild = null;
public string StateMessage { get; set; }
public enum NodeState
{
Idle,
Running,
Success,
Failure,
Aborting,
AbortComplete
}
public virtual string Id
{
get { return "BaseNode"; }
}
public BehaviourTree Tree
{
get { return _tree; }
set { _tree = value; }
}
public NodeState State
{
get { return _state; }
}
public Node Parent
{
get { return parentGuid != int.MinValue ? _tree.GetNode(parentGuid) : null; }
set { parentGuid = value != null ? value.guid : int.MinValue; }
}
public List<Node> Children
{
get
{
List<Node> children = new List<Node>();
for (int i = 0; i < this.childrenGuids.Count; i++)
{
children.Add(_tree.GetNode(this.childrenGuids[i]));
}
return children;
}
set
{
List<int> _children = new List<int>();
if (value != null)
{
for (int i = 0; i < value.Count; i++)
{
_children.Add(value[i].guid);
}
}
}
}
public Node CurrentChild => _currentChild;
public int CurrentChildGuid
{
get { return _currentChild != null ? _currentChild.guid : int.MinValue; }
}
public virtual bool CanHaveChildren
{
get { return true; }
}
/// <summary>
/// Set to false to ignore ticks from being executed.
/// Defaults to FALSE.
/// </summary>
public virtual bool TickEnabled
{
get { return false; }
}
/// <summary>
/// Set to false to ignore ABORT ticks from being executed.
/// Defaults to FALSE.
/// </summary>
public virtual bool AbortTickEnabled
{
get { return false; }
}
public virtual void Initialize()
{
StateMessage = "Initializing...";
Print("Initializing");
_tree.AddRunningNode(this);
SetChildrenState(NodeState.Idle);
_childrenQueue = new List<Node>(Children);
ChangeState(NodeState.Running);
}
public virtual void SetChildrenState(NodeState state)
{
for (int i = 0; i < Children.Count; i++)
{
Children[i].ChangeState(state);
Children[i].SetChildrenState(state);
}
}
public virtual void Terminate(NodeState state, string message)
{
if (state != NodeState.Success && state != NodeState.Failure && state != NodeState.AbortComplete)
{
throw new System.Exception("Cannot terminate node with state: " + state + ". Must be Success, Failure, or AbortComplete");
}
if (message != null)
{
StateMessage = message;
}
_tree.RemoveRunningNode(this);
ChangeState(state);
if (Parent != null)
{
Parent.ReturnState(state);
}
else
{
_tree.ReturnState(state);
}
}
public virtual void Tick() { }
public virtual void AbortTick() { }
public virtual void ChangeState(NodeState state)
{
Print("Changing state to: " + state);
_state = state;
}
/// <summary>
/// Used by a child to send up its current state
/// </summary>
public virtual void ReturnState(NodeState state)
{
switch (state)
{
case NodeState.Success:
case NodeState.Failure:
case NodeState.AbortComplete:
Terminate(state, null);
break;
}
}
public virtual Node GetNextChild()
{
if (_childrenQueue.Count == 0)
{
return null;
}
_currentChild = _childrenQueue[0];
_childrenQueue.Remove(_currentChild);
return _currentChild;
}
public virtual bool CanAddChild(Node child)
{
if (child == this)
{
Debug.LogWarning("Cannot add child to itself");
return false;
}
if (childrenGuids.Contains(child.guid))
{
Debug.LogWarning("Cannot add child, it is already a child");
return false;
}
if (child.HasChild(this))
{
Debug.Log(Parent);
Debug.LogWarning("Cannot add child, it is the parent");
return false;
}
return true;
}
// Add a node as child to this node. Returns true if successful.
public virtual bool AddChild(Node child)
{
if (child == null)
{
throw new System.Exception("Node.AddChild: cannot add null child.");
}
if (Children.Contains(child))
{
throw new System.Exception("Node.AddChild: already a child: " + Id);
}
if (child.Parent != null && child.Parent != this)
{
child.Parent.RemoveChild(child);
}
child.Parent = this;
childrenGuids.Add(child.guid);
return true;
}
public virtual bool RemoveChild(Node child)
{
if (child == null)
{
throw new System.Exception("Node.AddChild: cannot add null child: " + Id);
}
child.Parent = null;
childrenGuids.Remove(child.guid);
return true;
}
public virtual bool MoveChild(Node child, int newIndex)
{
if (!childrenGuids.Contains(child.guid))
{
throw new System.Exception("Node.MoveChild: Cannot move child of " + Id + " it's not currently its child! Call AddChild first and then MoveChild!");
}
int oldIndex = childrenGuids.IndexOf(child.guid);
if (newIndex > oldIndex)
newIndex--;
if (newIndex > childrenGuids.Count)
{
Debug.LogWarning("Node.MoveChild: Cannot move child to index " + newIndex + ". It is out of range. Total children: " + childrenGuids.Count);
return false;
}
childrenGuids.RemoveAt(oldIndex);
if (newIndex < childrenGuids.Count)
{
childrenGuids.Insert(newIndex, child.guid);
}
else
{
// add child to the end of the list
childrenGuids.Add(child.guid);
}
return true;
}
public bool HasParent ()
{
return parentGuid == int.MinValue;
}
public bool HasChild(Node node)
{
return childrenGuids.Contains(node.guid);
}
public virtual Node Clone(BehaviourTree tree)
{
Node node = (Node)ScriptableObject.CreateInstance(this.GetType());
node.guid = guid;
node.name = name;
node.childrenGuids = new List<int>(childrenGuids);
node.parentGuid = parentGuid;
node._tree = tree;
return node;
}
protected const string PRINT_COLOUR_BLACK = "black";
protected const string PRINT_COLOUR_GREEN = "green";
protected const string PRINT_COLOUR_WHITE = "white";
protected const string PRINT_COLOUR_RED = "red";
protected const string PRINT_COLOUR_BLUE = "blue";
protected const string PRINT_COLOUR_GRAY = "grey";
protected const string PRINT_COLOUR_MAGENTA = "magenta";
protected const string PRINT_COLOUR_YELLOW = "yellow";
protected void Print(object text)
{
if (BehaviourTree.DEBUG_MODE)
{
Print(text, PRINT_COLOUR_BLACK);
}
}
protected void Print(object text, string colour)
{
if (BehaviourTree.DEBUG_MODE)
{
Debug.Log("<color='" + colour + "'>(" + Id + ") " + name + ": " + text + "</color>");
}
}
}
}