CocosCreator_ECS/assets/Script/Common/BehaviorTree.ts

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2022-03-21 09:27:37 +00:00
import { ComAttackable } from "../ECS/components/ComAttackable";
import { ComCocosNode } from "../ECS/components/ComCocosNode";
import { ComMonitor } from "../ECS/components/ComMonitor";
import { ComMovable } from "../ECS/components/ComMovable";
import { ComRoleConfig } from "../ECS/components/ComRoleConfig";
import { ComTransform } from "../ECS/components/ComTransform";
import { ECSWorld } from "../ECS/lib/ECSWorld";
import { SysBehaviorTree } from "../ECS/systems/SysBehaviorTree";
import { EventAttack, EventHPChange, EventHurt } from "../Struct/NodeEvent";
export namespace BT {
export class BlackBoard {
}
export class ExecuteContext {
executor: SysBehaviorTree;
world: ECSWorld;
bb: BlackBoard;
entity: number;
dt: number;
public init(executor: SysBehaviorTree, world: ECSWorld) {
this.executor = executor;
this.world = world;
}
public set(entity: number, dt: number, bb: BlackBoard) {
this.entity = entity;
this.dt = dt;
this.bb = bb;
}
}
/** 节点状态 */
export enum NodeState {
Executing, // 执行中
Success, // 成功
Fail // 失败
}
/** 节点类型 */
export enum NodeType {
// 组合节点
Sequence, // 顺序节点
Selector, // 选择节点
RandomSelector, // 随机选择节点
Parallel, // 并行节点
// 修饰节点
Inverter, // 逆变节点
Success, // 成功节点
Fail, // 失败节点
Repeater, // 重复节点
RetryTillSuccess, // 重复直到成功
// 叶子结点
Wait, // 等待
Action,
WalkToPos,
WalkToRandomPos, //
WalkToTarget,
Monitor, // 监视
Attack,
EnoughAttr, // 死亡
GoDeath, // 检查是否
}
export class NodeBase {
public type: NodeType;
public state: NodeState = NodeState.Success;
constructor(type: NodeType) {
this.type = type;
}
}
/** 组合节点 */
class CombineNode extends NodeBase {
public children: NodeBase[] = [];
public constructor(type: NodeType, children: NodeBase[]) {
super(type);
this.children = children;
}
}
/** 依次执行子节点, 遇到执行失败的则退出并返回失败, 全部执行成功则返回成功 */
export class SequenceNode extends CombineNode {
public currIdx = 0;
public ignoreFailure = false;
constructor(children: NodeBase[], ignoreFailture = false) {
super(NodeType.Sequence, children);
this.ignoreFailure = ignoreFailture;
}
}
/** 依次执行子节点, 遇到执行成功的则退出并返回成功, 全部执行失败则返回失败 */
export class SelectorNode extends CombineNode {
public currIdx:number = -1;
constructor(children: NodeBase[], ) {
super(NodeType.Selector, children);
}
}
/** 根据权重随机选择执行某个子节点 */
export class RandomSelectorNode extends CombineNode {
public weights: number[]; // 权重
public currIdx = -1; // 选中的节点
constructor(children: NodeBase[], weigets?: number[]) {
super(NodeType.RandomSelector, children);
this.weights = weigets ? weigets : new Array(children.length).fill(1);
}
}
/** 并行执行所有子节点, 全部执行完毕后返回 */
export class ParallelNode extends CombineNode {
public ignoreFailture = true;
constructor(children: NodeBase[], ignoreFailture: boolean) {
super(NodeType.Parallel, children);
this.ignoreFailture = ignoreFailture;
}
}
/** 修饰节点 */
class DecoratorNode extends NodeBase {
public child: NodeBase = null;
public constructor(type: NodeType, child: NodeBase) {
super(type);
this.child = child;
}
}
/** 返回子节点执行结果的取反值 */
export class InverterNode extends DecoratorNode {
constructor(child: NodeBase) {
super(NodeType.Inverter, child);
}
}
/** 子节点执行完毕后, 必定返回成功 */
export class SuccessNode extends DecoratorNode {
constructor(child: NodeBase) {
super(NodeType.Success, child);
}
}
/** 子节点执行完毕后, 必定返回失败 */
export class FailNode extends DecoratorNode {
constructor(child: NodeBase) {
super(NodeType.Fail, child);
}
}
/** 子节点执行重复repeatCount次后返回成功 */
export class RepeaterNode extends DecoratorNode {
public repeatCount = 1;
public currRepeatCount = 0;
public mustSuccess = false; // 子节点必须支持成功才增加重复次数
constructor(child: NodeBase, repeatCount: number, mustSuccess = false) {
super(NodeType.Repeater, child);
this.repeatCount = repeatCount;
this.mustSuccess = mustSuccess;
}
}
/** 子节点重复执行直到返回成功 */
export class RetryTillSuccess extends DecoratorNode {
timeout: number; // 超时时间
countDown: number; // 剩余时间
constructor(child: NodeBase, timeout:number) {
super(NodeType.RetryTillSuccess, child);
this.timeout = timeout;
}
}
/** 叶子结点 */
export class WaitNode extends NodeBase {
public waitSeconds:number;
public countDown:number;
constructor(seconds:number) {
super(NodeType.Wait);
this.waitSeconds = seconds;
}
}
/** 移动到目标位置后 返回成功 */
export class WalkToPosNode extends NodeBase {
public speed:number;
public targetPos: cc.Vec2;
constructor(speed: number, pos: cc.Vec2) {
super(NodeType.WalkToPos);
this.speed = speed;
this.targetPos = pos;
}
}
export class WalkToRandomPosNode extends NodeBase {
public speed: number;
public size: cc.Size;
constructor(speed: number, size: cc.Size) {
super(NodeType.WalkToRandomPos);
this.speed = speed;
this.size = size;
}
}
export class WalkToTargetNode extends NodeBase {
public speed: number;
constructor(speed: number) {
super(NodeType.WalkToTarget);
this.speed = speed;
}
}
export class MonitorNode extends NodeBase {
constructor() {
super(NodeType.Monitor);
}
}
export class AttackNode extends NodeBase {
constructor(waitSeconds: number) {
super(NodeType.Attack);
}
}
export class EnoughAttrNode extends NodeBase {
public com: {prototype: any};
public attr: string;
public value: number;
constructor(com: {prototype: any}, attr: string, value: number) {
super(NodeType.EnoughAttr);
this.com = com;
this.attr = attr;
this.value = value;
}
}
export class GoDeathNode extends NodeBase {
public waitSeconds: number;
public countDown: number;
constructor(waitSeconds: number) {
super(NodeType.GoDeath);
this.waitSeconds = waitSeconds;
}
}
class NodeHandler {
onEnter:(node: NodeBase, context: ExecuteContext) => void;
onUpdate:(node: NodeBase, context: ExecuteContext) => void;
}
export const NodeHandlers : NodeHandler[] = [];
/** Sequence node */
NodeHandlers[NodeType.Sequence] = {
onEnter(node: SequenceNode, context: ExecuteContext) : void {
node.currIdx = 0;
context.executor.onEnterBTNode(node.children[node.currIdx], context);
node.state = NodeState.Executing;
},
onUpdate(node: SequenceNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
if(node.currIdx < 0 || node.currIdx >= node.children.length) {
// 越界了, 不应该发生, 直接认为是失败了
node.state = NodeState.Fail;
return;
}
context.executor.updateBTNode(node.children[node.currIdx], context);
let state = node.children[node.currIdx].state;
if(state == NodeState.Executing) return;
if(state === NodeState.Fail && !node.ignoreFailure) {
node.state = NodeState.Fail;
return;
}
if(state === NodeState.Success && node.currIdx == node.children.length-1) {
node.state = NodeState.Success;
return ;
}
context.executor.onEnterBTNode(node.children[++node.currIdx], context);
}
};
/** Selector node */
NodeHandlers[NodeType.Selector] = {
onEnter(node: SelectorNode, context: ExecuteContext) : void {
node.currIdx = 0;
context.executor.onEnterBTNode(node.children[node.currIdx], context);
node.state = NodeState.Executing;
},
onUpdate(node: SelectorNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
if(node.currIdx < 0 || node.currIdx >= node.children.length) {
// 越界了, 认为是失败了
node.state = NodeState.Fail;
return;
}
context.executor.updateBTNode(node.children[node.currIdx], context);
let state = node.children[node.currIdx].state;
if(state == NodeState.Executing) return;
// 执行到最后一个都失败了, 那边selector失败了
if(state === NodeState.Fail && node.currIdx == node.children.length-1) {
node.state = NodeState.Fail;
return;
}
if(state == NodeState.Success) {
node.state = NodeState.Success;
return ;
}
context.executor.onEnterBTNode(node.children[++node.currIdx], context);
}
};
/** Selector node */
NodeHandlers[NodeType.RandomSelector] = {
onEnter(node: RandomSelectorNode, context: ExecuteContext) : void {
// 根据权重随机获取idx
let totalWeight = 0;
for(const weight of node.weights) {
totalWeight += weight;
}
let randomWeight = Math.random() * totalWeight;
for(let i=0; i<node.weights.length; i++) {
randomWeight -= node.weights[i];
if(randomWeight <= 0) {
node.currIdx = i;
break;
}
}
context.executor.onEnterBTNode(node.children[node.currIdx], context);
node.state = NodeState.Executing;
},
onUpdate(node: RandomSelectorNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let n = node.children[node.currIdx];
context.executor.updateBTNode(n, context);
node.state = n.state;
}
};
/** Parallel node */
NodeHandlers[NodeType.Parallel] = {
onEnter(node: ParallelNode, context: ExecuteContext) : void {
for(const n of node.children) {
context.executor.onEnterBTNode(n, context);
}
node.state = NodeState.Executing;
},
onUpdate(node: ParallelNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let end = true;
for(const child of node.children) {
context.executor.updateBTNode(child, context);
if(child.state === NodeState.Executing) {
end = false;
continue;
}
if(child.state == NodeState.Fail) {
node.state = NodeState.Fail;
return ;
}
}
if(end) {
node.state = NodeState.Success;
}
}
};
/** Inverter node */
NodeHandlers[NodeType.Inverter] = {
onEnter(node: InverterNode, context: ExecuteContext) : void {
context.executor.onEnterBTNode(node.child, context);
node.state = NodeState.Executing;
},
onUpdate(node: InverterNode, context: ExecuteContext) : void {
context.executor.updateBTNode(node.child, context);
if(node.child.state === NodeState.Executing) return ;
if(node.child.state == NodeState.Success) node.state = NodeState.Fail;
if(node.child.state == NodeState.Fail) node.state = NodeState.Success;
}
};
/** Success node */
NodeHandlers[NodeType.Success] = {
onEnter(node: SuccessNode, context: ExecuteContext) : void {
context.executor.onEnterBTNode(node.child, context);
node.state = NodeState.Executing;
},
onUpdate(node: SuccessNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
context.executor.updateBTNode(node.child, context);
if(node.child.state === NodeState.Executing) return ;
node.state = NodeState.Success;
}
};
/** Fail node */
NodeHandlers[NodeType.Fail] = {
onEnter(node: FailNode, context: ExecuteContext) : void {
context.executor.onEnterBTNode(node.child, context);
node.state = NodeState.Executing;
},
onUpdate(node: FailNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
context.executor.updateBTNode(node.child, context);
if(node.child.state === NodeState.Executing) return ;
node.state = NodeState.Fail;
}
};
/** Repeater node */
NodeHandlers[NodeType.Repeater] = {
onEnter(node: RepeaterNode, context: ExecuteContext) : void {
node.currRepeatCount = 0;
context.executor.onEnterBTNode(node.child, context);
node.state = NodeState.Executing;
},
onUpdate(node: RepeaterNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
context.executor.updateBTNode(node.child, context);
if(node.child.state === NodeState.Executing) return ;
if(!node.mustSuccess || node.child.state == NodeState.Success) node.currRepeatCount ++;
if(node.currRepeatCount >= node.repeatCount) {
node.state = NodeState.Success;
return ;
}
context.executor.onEnterBTNode(node.child, context);
}
};
/** RetryTillSuccess node */
NodeHandlers[NodeType.RetryTillSuccess] = {
onEnter(node: RetryTillSuccess, context: ExecuteContext) : void {
node.countDown = node.timeout;
context.executor.onEnterBTNode(node.child, context);
node.state = NodeState.Executing;
},
onUpdate(node: RetryTillSuccess, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
node.countDown -= context.dt;
context.executor.updateBTNode(node.child, context);
if(node.child.state === NodeState.Executing) return ;
if(node.child.state == NodeState.Success) {
node.state = NodeState.Success;
return ;
}
if(node.countDown > 0) {
context.executor.onEnterBTNode(node.child, context);
return ;
}
node.state = NodeState.Fail;
}
};
/** Wait node */
NodeHandlers[NodeType.Wait] = {
onEnter(node: WaitNode, context: ExecuteContext) : void {
node.countDown = node.waitSeconds;
node.state = NodeState.Executing;
},
onUpdate(node: WaitNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
node.countDown -= context.dt;
if(node.countDown <= 0) {
node.state = NodeState.Success;
}
}
};
/** Wait node */
NodeHandlers[NodeType.WalkToPos] = {
onEnter(node: WalkToPosNode, context: ExecuteContext) : void {
let comTrans = context.world.getComponent(context.entity, ComTransform);
let comMovable = context.world.getComponent(context.entity, ComMovable);
comMovable.pointIdx = 0;
comMovable.points.length = 0;
comMovable.points.push(cc.v2(comTrans.x, comTrans.y), node.targetPos);
comMovable.speed = node.speed;
comMovable.speedDirty = true;
node.state = NodeState.Executing;
comMovable.running = false;
},
onUpdate(node: WalkToPosNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let comMovable = context.world.getComponent(context.entity, ComMovable);
if(comMovable.points.length == 0 || comMovable.pointIdx < 0 || comMovable.pointIdx >= comMovable.points.length) {
node.state = BT.NodeState.Success;
}
}
};
/** WalkToRandomPos node */
NodeHandlers[NodeType.WalkToRandomPos] = {
onEnter(node: WalkToRandomPosNode, context: ExecuteContext) : void {
let comTrans = context.world.getComponent(context.entity, ComTransform);
let comMovable = context.world.getComponent(context.entity, ComMovable);
comMovable.pointIdx = 0;
comMovable.points.length = 0;
let targetX = node.size.width * Math.random() - node.size.width/2;
let targetY = node.size.height * Math.random() - node.size.height/2;
comMovable.points.push(cc.v2(comTrans.x, comTrans.y), cc.v2(targetX, targetY));
comMovable.speed = node.speed;
comMovable.speedDirty = true;
node.state = NodeState.Executing;
comMovable.running = false;
},
onUpdate(node: WalkToPosNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let comMovable = context.world.getComponent(context.entity, ComMovable);
if(comMovable.points.length == 0 || comMovable.pointIdx < 0 || comMovable.pointIdx >= comMovable.points.length) {
node.state = BT.NodeState.Success;
}
}
};
/** WalkToTarget node */
NodeHandlers[NodeType.WalkToTarget] = {
onEnter(node: WalkToTargetNode, context: ExecuteContext) : void {
let comTrans = context.world.getComponent(context.entity, ComTransform);
let comMovable = context.world.getComponent(context.entity, ComMovable);
let comMonitor = context.world.getComponent(context.entity, ComMonitor);
if(comMonitor.others.length <= 0) return ;
let target = context.world.getComponent(comMonitor.others[0], ComTransform);
let xOffdet = Math.sign(comTrans.x - target.x) * 10;
comMovable.pointIdx = 0;
comMovable.points.length = 0;
comMovable.points.push(cc.v2(comTrans.x, comTrans.y), cc.v2(target.x + xOffdet, target.y));
comMovable.speed = node.speed;
comMovable.speedDirty = true;
node.state = NodeState.Executing;
comMovable.running = false;
},
onUpdate(node: WalkToTargetNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let comTrans = context.world.getComponent(context.entity, ComTransform);
let comMonitor = context.world.getComponent(context.entity, ComMonitor);
let comMovable = context.world.getComponent(context.entity, ComMovable);
if(comMovable.points.length == 0 || comMovable.pointIdx < 0 || comMovable.pointIdx >= comMovable.points.length) {
node.state = BT.NodeState.Success;
return ;
}
if(comMonitor.others.length <= 0) {
node.state = BT.NodeState.Fail;
return ;
}
let target = context.world.getComponent(comMonitor.others[0], ComTransform);
let xOffdet = Math.sign(comTrans.x - target.x) * 10;
comMovable.points[1].x = target.x + xOffdet;
comMovable.points[1].y = target.y;
}
};
/** Monitor node */
NodeHandlers[NodeType.Monitor] = {
onEnter(node: MonitorNode, context: ExecuteContext) : void {
let comMonitor = context.world.getComponent(context.entity, ComMonitor);
if(!comMonitor) return ;
node.state = NodeState.Executing;
},
onUpdate(node: MonitorNode, context: ExecuteContext) : void {
let comMonitor = context.world.getComponent(context.entity, ComMonitor);
node.state = comMonitor.others.length > 0 ? BT.NodeState.Success : BT.NodeState.Fail;
}
};
/** Monitor node */
NodeHandlers[NodeType.Attack] = {
onEnter(node: AttackNode, context: ExecuteContext) : void {
node.state = NodeState.Executing;
let comCocosNode = context.world.getComponent(context.entity, ComCocosNode);
if(!comCocosNode.loaded) return ;
comCocosNode.events.push(new (EventAttack));
let comAttackable = context.world.getComponent(context.entity, ComAttackable);
comAttackable.duration = 1.2;
comAttackable.countDown = comAttackable.duration;
comAttackable.dirty = true;
comAttackable.hurtArea = cc.v2(20, 10);
comAttackable.hurtFrame = 0.5;
comAttackable.mustAttackFrame = 0.6;
comAttackable.attack = 10;
},
onUpdate(node: AttackNode, context: ExecuteContext) : void {
if(node.state !== NodeState.Executing) return ;
let comAttackable = context.world.getComponent(context.entity, ComAttackable);
if(comAttackable.countDown <= 0) {
node.state = NodeState.Success;
}
}
};
/** EnoughAttr node */
NodeHandlers[NodeType.EnoughAttr] = {
onEnter(node: EnoughAttrNode, context: ExecuteContext) : void {
let com = context.world.getComponent(context.entity, node.com);
if(!com) return ;
node.state = NodeState.Executing;
},
onUpdate(node: EnoughAttrNode, context: ExecuteContext) : void {
let com = context.world.getComponent(context.entity, node.com);
if(!com) return ;
node.state = com[node.attr] >= node.value ? NodeState.Success : NodeState.Fail;
}
};
/** GoDeath node */
NodeHandlers[NodeType.GoDeath] = {
onEnter(node: GoDeathNode, context: ExecuteContext) : void {
node.countDown = node.waitSeconds;
node.state = NodeState.Executing;
},
onUpdate(node: GoDeathNode, context: ExecuteContext) : void {
if(node.countDown <= 0) {
node.state = NodeState.Success;
}
}
};
}