548 lines
17 KiB
TypeScript
548 lines
17 KiB
TypeScript
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import { Entity, IScene } from '@esengine/ecs-framework';
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import { BehaviorTreeNode } from './Components/BehaviorTreeNode';
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import { CompositeNodeComponent } from './Components/CompositeNodeComponent';
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import { DecoratorNodeComponent } from './Components/DecoratorNodeComponent';
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import { BlackboardComponent } from './Components/BlackboardComponent';
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import { NodeType, CompositeType, DecoratorType, BlackboardValueType } from './Types/TaskStatus';
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// 导入动作组件
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import { WaitAction } from './Components/Actions/WaitAction';
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import { LogAction } from './Components/Actions/LogAction';
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import { SetBlackboardValueAction } from './Components/Actions/SetBlackboardValueAction';
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import { ModifyBlackboardValueAction, ModifyOperation } from './Components/Actions/ModifyBlackboardValueAction';
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import { ExecuteAction, CustomActionFunction } from './Components/Actions/ExecuteAction';
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// 导入条件组件
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import { BlackboardCompareCondition, CompareOperator } from './Components/Conditions/BlackboardCompareCondition';
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import { BlackboardExistsCondition } from './Components/Conditions/BlackboardExistsCondition';
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import { RandomProbabilityCondition } from './Components/Conditions/RandomProbabilityCondition';
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import { ExecuteCondition, CustomConditionFunction } from './Components/Conditions/ExecuteCondition';
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// 导入装饰器组件
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import { RepeaterNode } from './Components/Decorators/RepeaterNode';
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import { InverterNode } from './Components/Decorators/InverterNode';
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import { UntilSuccessNode } from './Components/Decorators/UntilSuccessNode';
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import { UntilFailNode } from './Components/Decorators/UntilFailNode';
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import { AlwaysSucceedNode } from './Components/Decorators/AlwaysSucceedNode';
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import { AlwaysFailNode } from './Components/Decorators/AlwaysFailNode';
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import { ConditionalNode } from './Components/Decorators/ConditionalNode';
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import { CooldownNode } from './Components/Decorators/CooldownNode';
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import { TimeoutNode } from './Components/Decorators/TimeoutNode';
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/**
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* 行为树构建器
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*
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* 提供流式 API 来构建行为树结构
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*
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* @example
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* ```typescript
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* const aiRoot = BehaviorTreeBuilder.create(scene, 'AI')
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* .blackboard()
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* .defineVariable('health', BlackboardValueType.Number, 100)
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* .defineVariable('target', BlackboardValueType.Object, null)
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* .endBlackboard()
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* .selector('MainSelector')
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* .sequence('AttackSequence')
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* .condition((entity, blackboard) => {
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* return blackboard?.getValue('health') > 50;
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* })
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* .action('Attack', (entity) => TaskStatus.Success)
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* .end()
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* .action('Flee', (entity) => TaskStatus.Success)
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* .end()
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* .build();
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* ```
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*/
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export class BehaviorTreeBuilder {
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private scene: IScene;
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private currentEntity: Entity;
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private entityStack: Entity[] = [];
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private blackboardEntity?: Entity;
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private constructor(scene: IScene, rootName: string) {
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this.scene = scene;
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this.currentEntity = scene.createEntity(rootName);
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}
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/**
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* 创建行为树构建器
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*
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* @param scene 场景实例
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* @param rootName 根节点名称
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* @returns 构建器实例
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*/
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static create(scene: IScene, rootName: string = 'BehaviorTreeRoot'): BehaviorTreeBuilder {
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return new BehaviorTreeBuilder(scene, rootName);
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}
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/**
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* 添加黑板组件到根节点
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*/
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blackboard(): BehaviorTreeBuilder {
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this.blackboardEntity = this.currentEntity;
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this.currentEntity.addComponent(new BlackboardComponent());
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return this;
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}
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/**
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* 定义黑板变量
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*/
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defineVariable(
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name: string,
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type: BlackboardValueType,
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initialValue: any,
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options?: { readonly?: boolean; description?: string }
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): BehaviorTreeBuilder {
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if (!this.blackboardEntity) {
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throw new Error('Must call blackboard() first');
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}
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const blackboard = this.blackboardEntity.getComponent(BlackboardComponent);
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if (blackboard) {
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blackboard.defineVariable(name, type, initialValue, options);
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}
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return this;
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}
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/**
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* 结束黑板定义
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*/
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endBlackboard(): BehaviorTreeBuilder {
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this.blackboardEntity = undefined;
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return this;
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}
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/**
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* 创建序列节点
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*/
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sequence(name: string = 'Sequence'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.Sequence);
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}
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/**
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* 创建选择器节点
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*/
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selector(name: string = 'Selector'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.Selector);
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}
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/**
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* 创建并行节点
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*/
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parallel(name: string = 'Parallel'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.Parallel);
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}
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/**
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* 创建并行选择器节点
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*/
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parallelSelector(name: string = 'ParallelSelector'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.ParallelSelector);
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}
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/**
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* 创建随机序列节点
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*/
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randomSequence(name: string = 'RandomSequence'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.RandomSequence);
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}
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/**
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* 创建随机选择器节点
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*/
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randomSelector(name: string = 'RandomSelector'): BehaviorTreeBuilder {
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return this.composite(name, CompositeType.RandomSelector);
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}
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/**
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* 创建复合节点
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*/
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private composite(name: string, type: CompositeType): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Composite;
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node.nodeName = name;
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const composite = entity.addComponent(new CompositeNodeComponent());
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composite.compositeType = type;
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建反转装饰器
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*/
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inverter(name: string = 'Inverter'): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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entity.addComponent(new InverterNode());
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建重复装饰器
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*/
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repeater(name: string = 'Repeater', count: number = -1, endOnFailure: boolean = false): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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const decorator = entity.addComponent(new RepeaterNode());
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decorator.repeatCount = count;
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decorator.endOnFailure = endOnFailure;
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建直到成功装饰器
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*/
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untilSuccess(name: string = 'UntilSuccess'): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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entity.addComponent(new UntilSuccessNode());
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建直到失败装饰器
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*/
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untilFail(name: string = 'UntilFail'): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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entity.addComponent(new UntilFailNode());
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建总是成功装饰器
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*/
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alwaysSucceed(name: string = 'AlwaysSucceed'): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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entity.addComponent(new AlwaysSucceedNode());
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建总是失败装饰器
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*/
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alwaysFail(name: string = 'AlwaysFail'): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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entity.addComponent(new AlwaysFailNode());
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建条件装饰器
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*/
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conditional(name: string, conditionCode: string): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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const decorator = entity.addComponent(new ConditionalNode());
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decorator.conditionCode = conditionCode;
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建冷却装饰器
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*/
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cooldown(name: string = 'Cooldown', cooldownTime: number = 1.0): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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const decorator = entity.addComponent(new CooldownNode());
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decorator.cooldownTime = cooldownTime;
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建超时装饰器
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*/
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timeout(name: string = 'Timeout', timeoutDuration: number = 5.0): BehaviorTreeBuilder {
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this.entityStack.push(this.currentEntity);
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Decorator;
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node.nodeName = name;
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const decorator = entity.addComponent(new TimeoutNode());
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decorator.timeoutDuration = timeoutDuration;
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this.currentEntity = entity;
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return this;
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}
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/**
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* 创建等待动作
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*/
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wait(waitTime: number, name: string = 'Wait'): BehaviorTreeBuilder {
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const entity = this.scene.createEntity(name);
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this.currentEntity.addChild(entity);
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const node = entity.addComponent(new BehaviorTreeNode());
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node.nodeType = NodeType.Action;
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node.nodeName = name;
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const action = entity.addComponent(new WaitAction());
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action.waitTime = waitTime;
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return this;
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}
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/**
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* 创建日志动作
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*/
|
|||
|
|
log(message: string, level: 'log' | 'info' | 'warn' | 'error' = 'log', name: string = 'Log'): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Action;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const action = entity.addComponent(new LogAction());
|
|||
|
|
action.message = message;
|
|||
|
|
action.level = level;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建设置黑板值动作
|
|||
|
|
*/
|
|||
|
|
setBlackboardValue(variableName: string, value: any, name: string = 'SetValue'): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Action;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const action = entity.addComponent(new SetBlackboardValueAction());
|
|||
|
|
action.variableName = variableName;
|
|||
|
|
action.value = value;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建修改黑板值动作
|
|||
|
|
*/
|
|||
|
|
modifyBlackboardValue(
|
|||
|
|
variableName: string,
|
|||
|
|
operation: ModifyOperation,
|
|||
|
|
operand: any,
|
|||
|
|
name: string = 'ModifyValue'
|
|||
|
|
): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Action;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const action = entity.addComponent(new ModifyBlackboardValueAction());
|
|||
|
|
action.variableName = variableName;
|
|||
|
|
action.operation = operation;
|
|||
|
|
action.operand = operand;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建自定义动作
|
|||
|
|
*/
|
|||
|
|
action(name: string, func: CustomActionFunction): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Action;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const action = entity.addComponent(new ExecuteAction());
|
|||
|
|
action.setFunction(func);
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建黑板比较条件
|
|||
|
|
*/
|
|||
|
|
compareBlackboardValue(
|
|||
|
|
variableName: string,
|
|||
|
|
operator: CompareOperator,
|
|||
|
|
compareValue: any,
|
|||
|
|
name: string = 'Compare'
|
|||
|
|
): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Condition;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const condition = entity.addComponent(new BlackboardCompareCondition());
|
|||
|
|
condition.variableName = variableName;
|
|||
|
|
condition.operator = operator;
|
|||
|
|
condition.compareValue = compareValue;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建黑板变量存在条件
|
|||
|
|
*/
|
|||
|
|
checkBlackboardExists(variableName: string, checkNotNull: boolean = false, name: string = 'Exists'): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Condition;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const condition = entity.addComponent(new BlackboardExistsCondition());
|
|||
|
|
condition.variableName = variableName;
|
|||
|
|
condition.checkNotNull = checkNotNull;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建随机概率条件
|
|||
|
|
*/
|
|||
|
|
randomProbability(probability: number, name: string = 'Random'): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Condition;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const condition = entity.addComponent(new RandomProbabilityCondition());
|
|||
|
|
condition.probability = probability;
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 创建自定义条件
|
|||
|
|
*/
|
|||
|
|
condition(func: CustomConditionFunction, name: string = 'Condition'): BehaviorTreeBuilder {
|
|||
|
|
const entity = this.scene.createEntity(name);
|
|||
|
|
this.currentEntity.addChild(entity);
|
|||
|
|
|
|||
|
|
const node = entity.addComponent(new BehaviorTreeNode());
|
|||
|
|
node.nodeType = NodeType.Condition;
|
|||
|
|
node.nodeName = name;
|
|||
|
|
|
|||
|
|
const condition = entity.addComponent(new ExecuteCondition());
|
|||
|
|
condition.setFunction(func);
|
|||
|
|
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 结束当前节点,返回父节点
|
|||
|
|
*/
|
|||
|
|
end(): BehaviorTreeBuilder {
|
|||
|
|
if (this.entityStack.length === 0) {
|
|||
|
|
throw new Error('No parent node to return to');
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
this.currentEntity = this.entityStack.pop()!;
|
|||
|
|
return this;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/**
|
|||
|
|
* 构建并返回根节点实体
|
|||
|
|
*/
|
|||
|
|
build(): Entity {
|
|||
|
|
// 确保返回到根节点
|
|||
|
|
while (this.entityStack.length > 0) {
|
|||
|
|
this.currentEntity = this.entityStack.pop()!;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return this.currentEntity;
|
|||
|
|
}
|
|||
|
|
}
|