153 lines
3.5 KiB
Lua
153 lines
3.5 KiB
Lua
local Tactree = {}
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local Nodes = {}
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local function NodeStart(node, args)
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-- abort if started
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if node.data then return end
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node.data = node.parent and node.parent.data or args
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node.data[node] = node.data[node] or {}
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node:_start()
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end
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local function NodeUpdate(node)
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-- abort if not started
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if not node.data then return end
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local result = node:_tick()
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if type(result) == 'boolean' then
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node:_finish()
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node.data = nil
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end
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return result
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end
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local function NodePrivateData(node)
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return node.data[node]
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end
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local function default_impl(node) end
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function Tactree.Leaf(name)
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return function(t)
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if Nodes[name] then
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error('node with name \'' .. name .. '\' already exists.', 2)
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else
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Nodes[name] = {}
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end
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local node_type = Nodes[name]
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local tick = t.tick or t[1]
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if type(tick) ~= 'function' then error('no tick function supplied', 2) end
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node_type._tick = tick
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node_type._start = type(t.start) == 'function' and t.start or default_impl
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node_type._finish = type(t.finish) == 'function' and t.finish or default_impl
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end
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end
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function Tactree.Composite(name)
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return function(parent_type_name)
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return function(children)
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if Nodes[name] then
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error('node with name \'' .. name .. '\' already exists.', 2)
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else
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if not Nodes[parent_type_name] then error('no such node \'' .. name .. '\'', 2) end
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Nodes[name] = setmetatable({}, { __index = Nodes[parent_type_name] })
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end
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local node_type = Nodes[name]
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node_type.children = {}
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for _, child in ipairs(children) do
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if type(child) ~= 'string' then error('invalid child node', 2) end
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table.insert(node_type.children, child)
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end
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end
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end
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end
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function Tactree.Tree(name)
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if not Nodes[name] then error('no such node \'' .. name .. '\'', 2) end
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local node = {}
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node.children = {}
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node.start = NodeStart
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node.update = NodeUpdate
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node.private = NodePrivateData
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-- this will crash if there is a recursive structure
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-- find a way to prevent this?
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if Nodes[name].children then
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for _, child in ipairs(Nodes[name].children) do
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local cn = Tactree.Tree(child)
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cn.parent = node
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table.insert(node.children, cn)
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end
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end
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return setmetatable(node, { __index = Nodes[name] })
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end
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Tactree.Leaf 'Sequence'
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{
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start = function(node)
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node:private().current_child = 1
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node.children[node:private().current_child]:start()
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end,
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tick = function(node)
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local result = node.children[node:private().current_child]:update()
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if type(result) == 'boolean' then
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if result then
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if node:private().current_child == #node.children then
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return true
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else
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node:private().current_child = node:private().current_child + 1
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node.children[node:private().current_child]:start()
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end
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else
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return false
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end
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end
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end
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}
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Tactree.Leaf 'Repeat'
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{
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start = function(node)
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node.children[1]:start()
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end,
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tick = function(node)
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local result = node.children[1]:update()
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if type(result) == 'boolean' then
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if not result then return false end
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node.children[1]:start()
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end
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end
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}
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--[[
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Example usage
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-------------
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Tactree.Leaf 'Find nearest object' { function (node) ... end }
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Tactree.Leaf 'Pick up object' { function (node) ... end}
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Tactree.Leaf 'Move' { function (node) return node.data.creature:move(node.data.tx, node.data.ty, dt) end }
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Tactree.Composite 'Pick up nearest object' 'Sequence' { 'Find nearest object', 'Move', 'Pick up object' }
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local tr = Tactree.Tree 'Pick up nearest object'
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tr:start{ ... } ( or, if you already have a table, tr:start(existing_table) )
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t:update()
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]]--
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return Tactree |