* refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 * fix(behavior-tree): 修复LogAction中的ReDoS安全漏洞 * feat(behavior-tree): 完善行为树核心功能并修复类型错误
182 lines
4.7 KiB
TypeScript
182 lines
4.7 KiB
TypeScript
import { Entity } from '@esengine/ecs-framework';
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import { TaskStatus } from '../Types/TaskStatus';
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import { BehaviorNodeData, BehaviorTreeData, NodeRuntimeState } from './BehaviorTreeData';
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import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
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/**
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* 节点执行上下文
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*
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* 包含执行节点所需的所有信息
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*/
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export interface NodeExecutionContext {
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/** 游戏Entity(行为树宿主) */
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readonly entity: Entity;
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/** 节点数据 */
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readonly nodeData: BehaviorNodeData;
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/** 节点运行时状态 */
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readonly state: NodeRuntimeState;
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/** 运行时组件(访问黑板等) */
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readonly runtime: BehaviorTreeRuntimeComponent;
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/** 行为树数据(访问子节点等) */
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readonly treeData: BehaviorTreeData;
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/** 当前帧增量时间 */
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readonly deltaTime: number;
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/** 总时间 */
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readonly totalTime: number;
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/** 执行子节点 */
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executeChild(childId: string): TaskStatus;
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}
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/**
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* 节点执行器接口
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*
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* 所有节点类型都需要实现对应的执行器
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* 执行器是无状态的,状态存储在NodeRuntimeState中
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*/
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export interface INodeExecutor {
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/**
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* 执行节点逻辑
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*
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* @param context 执行上下文
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* @returns 执行结果状态
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*/
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execute(context: NodeExecutionContext): TaskStatus;
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/**
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* 重置节点状态(可选)
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*
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* 当节点完成或被中断时调用
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*/
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reset?(context: NodeExecutionContext): void;
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}
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/**
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* 复合节点执行结果
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*/
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export interface CompositeExecutionResult {
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/** 节点状态 */
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status: TaskStatus;
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/** 要激活的子节点索引列表(undefined表示激活所有) */
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activateChildren?: number[];
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/** 是否停止所有子节点 */
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stopAllChildren?: boolean;
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}
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/**
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* 复合节点执行器接口
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*/
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export interface ICompositeExecutor extends INodeExecutor {
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/**
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* 执行复合节点逻辑
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*
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* @param context 执行上下文
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* @returns 复合节点执行结果
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*/
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executeComposite(context: NodeExecutionContext): CompositeExecutionResult;
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}
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/**
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* 绑定辅助工具
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*
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* 处理配置属性的黑板绑定
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*/
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export class BindingHelper {
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/**
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* 获取配置值(考虑黑板绑定)
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*
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* @param context 执行上下文
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* @param configKey 配置键名
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* @param defaultValue 默认值
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* @returns 解析后的值
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*/
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static getValue<T = any>(
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context: NodeExecutionContext,
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configKey: string,
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defaultValue?: T
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): T {
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const { nodeData, runtime } = context;
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if (nodeData.bindings && nodeData.bindings[configKey]) {
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const blackboardKey = nodeData.bindings[configKey];
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const boundValue = runtime.getBlackboardValue<T>(blackboardKey);
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return boundValue !== undefined ? boundValue : (defaultValue as T);
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}
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const configValue = nodeData.config[configKey];
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return configValue !== undefined ? configValue : (defaultValue as T);
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}
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/**
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* 检查配置是否绑定到黑板变量
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*/
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static hasBinding(context: NodeExecutionContext, configKey: string): boolean {
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return !!(context.nodeData.bindings && context.nodeData.bindings[configKey]);
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}
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/**
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* 获取绑定的黑板变量名
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*/
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static getBindingKey(context: NodeExecutionContext, configKey: string): string | undefined {
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return context.nodeData.bindings?.[configKey];
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}
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}
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/**
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* 节点执行器注册表
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*
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* 管理所有节点类型的执行器
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*/
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export class NodeExecutorRegistry {
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private executors: Map<string, INodeExecutor> = new Map();
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/**
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* 注册执行器
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*
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* @param implementationType 节点实现类型(对应BehaviorNodeData.implementationType)
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* @param executor 执行器实例
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*/
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register(implementationType: string, executor: INodeExecutor): void {
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if (this.executors.has(implementationType)) {
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console.warn(`执行器已存在,将被覆盖: ${implementationType}`);
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}
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this.executors.set(implementationType, executor);
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}
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/**
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* 获取执行器
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*/
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get(implementationType: string): INodeExecutor | undefined {
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return this.executors.get(implementationType);
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}
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/**
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* 检查是否有执行器
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*/
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has(implementationType: string): boolean {
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return this.executors.has(implementationType);
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}
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/**
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* 注销执行器
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*/
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unregister(implementationType: string): boolean {
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return this.executors.delete(implementationType);
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}
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/**
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* 清空所有执行器
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*/
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clear(): void {
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this.executors.clear();
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}
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}
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