limboai/editor/debugger/behavior_tree_data.cpp

95 lines
2.8 KiB
C++

/**
* behavior_tree_data.cpp
* =============================================================================
* Copyright 2021-2023 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#include "behavior_tree_data.h"
#include "core/object/script_language.h"
#include "core/templates/list.h"
//// BehaviorTreeData
void BehaviorTreeData::serialize(Array &p_arr) {
p_arr.push_back(bt_player_path);
p_arr.push_back(bt_resource_path);
for (const TaskData &td : tasks) {
p_arr.push_back(td.id);
p_arr.push_back(td.name);
p_arr.push_back(td.is_custom_name);
p_arr.push_back(td.num_children);
p_arr.push_back(td.status);
p_arr.push_back(td.elapsed_time);
p_arr.push_back(td.type_name);
p_arr.push_back(td.script_path);
}
}
void BehaviorTreeData::deserialize(const Array &p_arr) {
ERR_FAIL_COND(tasks.size() != 0);
ERR_FAIL_COND(p_arr.size() < 2);
ERR_FAIL_COND(p_arr[0].get_type() != Variant::NODE_PATH);
bt_player_path = p_arr[0];
ERR_FAIL_COND(p_arr[1].get_type() != Variant::STRING);
bt_resource_path = p_arr[1];
int idx = 2;
while (p_arr.size() > idx + 1) {
ERR_FAIL_COND(p_arr.size() < idx + 7);
ERR_FAIL_COND(p_arr[idx].get_type() != Variant::INT);
ERR_FAIL_COND(p_arr[idx + 1].get_type() != Variant::STRING);
ERR_FAIL_COND(p_arr[idx + 2].get_type() != Variant::BOOL);
ERR_FAIL_COND(p_arr[idx + 3].get_type() != Variant::INT);
ERR_FAIL_COND(p_arr[idx + 4].get_type() != Variant::INT);
ERR_FAIL_COND(p_arr[idx + 5].get_type() != Variant::FLOAT);
ERR_FAIL_COND(p_arr[idx + 6].get_type() != Variant::STRING);
ERR_FAIL_COND(p_arr[idx + 7].get_type() != Variant::STRING);
tasks.push_back(TaskData(p_arr[idx], p_arr[idx + 1], p_arr[idx + 2], p_arr[idx + 3], p_arr[idx + 4], p_arr[idx + 5], p_arr[idx + 6], p_arr[idx + 7]));
idx += 8;
}
}
BehaviorTreeData::BehaviorTreeData(const Ref<BTTask> &p_instance, const NodePath &p_player_path, const String &p_bt_resource) {
bt_player_path = p_player_path;
bt_resource_path = p_bt_resource;
// Flatten tree into list depth first
List<Ref<BTTask>> stack;
stack.push_back(p_instance);
int id = 0;
while (stack.size()) {
Ref<BTTask> task = stack[0];
stack.pop_front();
int num_children = task->get_child_count();
for (int i = 0; i < num_children; i++) {
stack.push_front(task->get_child(num_children - 1 - i));
}
String script_path;
if (task->get_script()) {
Ref<Script> script = task->get_script();
script_path = script->get_path();
}
tasks.push_back(TaskData(
id,
task->get_task_name(),
!task->get_custom_name().is_empty(),
num_children,
task->get_status(),
task->get_elapsed_time(),
task->get_class(),
script_path));
id += 1;
}
}