add beehave

This commit is contained in:
2025-01-28 13:53:59 +08:00
parent d6b69c14ac
commit 144a01556d
112 changed files with 6075 additions and 205 deletions
@@ -0,0 +1,34 @@
@tool
@icon("../../icons/category_composite.svg")
class_name Composite extends BeehaveNode
## A Composite node controls the flow of execution of its children in a specific manner.
var running_child: BeehaveNode = null
func _get_configuration_warnings() -> PackedStringArray:
var warnings: PackedStringArray = super._get_configuration_warnings()
if get_children().filter(func(x): return x is BeehaveNode).size() < 2:
warnings.append(
"Any composite node should have at least two children. Otherwise it is not useful."
)
return warnings
func interrupt(actor: Node, blackboard: Blackboard) -> void:
if running_child != null:
running_child.interrupt(actor, blackboard)
running_child = null
func after_run(actor: Node, blackboard: Blackboard) -> void:
running_child = null
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"Composite")
return classes
@@ -0,0 +1,176 @@
@tool
class_name RandomizedComposite extends Composite
const WEIGHTS_PREFIX = "Weights/"
## Sets a predicable seed
@export var random_seed: int = 0:
set(rs):
random_seed = rs
if random_seed != 0:
seed(random_seed)
else:
randomize()
## Wether to use weights for every child or not.
@export var use_weights: bool:
set(value):
use_weights = value
if use_weights:
_update_weights(get_children())
_connect_children_changing_signals()
notify_property_list_changed()
var _weights: Dictionary
var _exiting_tree: bool
func _ready():
_connect_children_changing_signals()
func _connect_children_changing_signals():
if not child_entered_tree.is_connected(_on_child_entered_tree):
child_entered_tree.connect(_on_child_entered_tree)
if not child_exiting_tree.is_connected(_on_child_exiting_tree):
child_exiting_tree.connect(_on_child_exiting_tree)
func get_shuffled_children() -> Array[Node]:
var children_bag: Array[Node] = get_children().duplicate()
if use_weights:
var weights: Array[int]
weights.assign(children_bag.map(func(child): return _weights[child.name]))
children_bag.assign(_weighted_shuffle(children_bag, weights))
else:
children_bag.shuffle()
return children_bag
## Returns a shuffled version of a given array using the supplied array of weights.
## Think of weights as the chance of a given item being the first in the array.
func _weighted_shuffle(items: Array, weights: Array[int]) -> Array:
if len(items) != len(weights):
push_error(
(
"items and weights size mismatch: expected %d weights, got %d instead."
% [len(items), len(weights)]
)
)
return items
# This method is based on the weighted random sampling algorithm
# by Efraimidis, Spirakis; 2005. This runs in O(n log(n)).
# For each index, it will calculate random_value^(1/weight).
var chance_calc = func(i): return [i, randf() ** (1.0 / weights[i])]
var random_distribuition = range(len(items)).map(chance_calc)
# Now we just have to order by the calculated value, descending.
random_distribuition.sort_custom(func(a, b): return a[1] > b[1])
return random_distribuition.map(func(dist): return items[dist[0]])
func _get_property_list():
var properties = []
if use_weights:
for key in _weights.keys():
properties.append(
{
"name": WEIGHTS_PREFIX + key,
"type": TYPE_INT,
"usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
"hint": PROPERTY_HINT_RANGE,
"hint_string": "1,100"
}
)
return properties
func _set(property: StringName, value: Variant) -> bool:
if property.begins_with(WEIGHTS_PREFIX):
var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
_weights[weight_name] = value
return true
return false
func _get(property: StringName):
if property.begins_with(WEIGHTS_PREFIX):
var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
return _weights[weight_name]
return null
func _update_weights(children: Array[Node]) -> void:
var new_weights = {}
for c in children:
if _weights.has(c.name):
new_weights[c.name] = _weights[c.name]
else:
new_weights[c.name] = 1
_weights = new_weights
notify_property_list_changed()
func _exit_tree() -> void:
_exiting_tree = true
func _enter_tree() -> void:
_exiting_tree = false
func _on_child_entered_tree(node: Node):
_update_weights(get_children())
var renamed_callable = _on_child_renamed.bind(node.name, node)
if not node.renamed.is_connected(renamed_callable):
node.renamed.connect(renamed_callable)
if not node.tree_exited.is_connected(_on_child_tree_exited):
node.tree_exited.connect(_on_child_tree_exited.bind(node))
func _on_child_exiting_tree(node: Node):
var renamed_callable = _on_child_renamed.bind(node.name, node)
if node.renamed.is_connected(renamed_callable):
node.renamed.disconnect(renamed_callable)
func _on_child_tree_exited(node: Node) -> void:
# don't erase the individual child if the whole tree is exiting together
if not _exiting_tree:
var children = get_children()
children.erase(node)
_update_weights(children)
if node.tree_exited.is_connected(_on_child_tree_exited):
node.tree_exited.disconnect(_on_child_tree_exited)
func _on_child_renamed(old_name: String, renamed_child: Node):
if old_name == renamed_child.name:
return # No need to update the weights.
# Disconnect signal with old name...
renamed_child.renamed.disconnect(_on_child_renamed.bind(old_name, renamed_child))
# ...and connect with the new name.
renamed_child.renamed.connect(_on_child_renamed.bind(renamed_child.name, renamed_child))
var original_weight = _weights[old_name]
_weights.erase(old_name)
_weights[renamed_child.name] = original_weight
notify_property_list_changed()
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"RandomizedComposite")
return classes
@@ -0,0 +1,69 @@
@tool
@icon("../../icons/selector.svg")
class_name SelectorComposite extends Composite
## Selector nodes will attempt to execute each of its children until one of
## them return `SUCCESS`. If all children return `FAILURE`, this node will also
## return `FAILURE`.
## If a child returns `RUNNING` it will tick again.
var last_execution_index: int = 0
func tick(actor: Node, blackboard: Blackboard) -> int:
for c in get_children():
if c.get_index() < last_execution_index:
continue
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
_cleanup_running_task(c, actor, blackboard)
c.after_run(actor, blackboard)
return SUCCESS
FAILURE:
_cleanup_running_task(c, actor, blackboard)
last_execution_index += 1
c.after_run(actor, blackboard)
RUNNING:
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
return FAILURE
func after_run(actor: Node, blackboard: Blackboard) -> void:
last_execution_index = 0
super(actor, blackboard)
func interrupt(actor: Node, blackboard: Blackboard) -> void:
last_execution_index = 0
super(actor, blackboard)
## Changes `running_action` and `running_child` after the node finishes executing.
func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
var blackboard_name: String = str(actor.get_instance_id())
if finished_action == running_child:
running_child = null
if finished_action == blackboard.get_value("running_action", null, blackboard_name):
blackboard.set_value("running_action", null, blackboard_name)
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SelectorComposite")
return classes
@@ -0,0 +1,82 @@
@tool
@icon("../../icons/selector_random.svg")
class_name SelectorRandomComposite extends RandomizedComposite
## This node will attempt to execute all of its children just like a
## [code]SelectorStar[/code] would, with the exception that the children
## will be executed in a random order.
## A shuffled list of the children that will be executed in reverse order.
var _children_bag: Array[Node] = []
var c: Node
func _ready() -> void:
super()
if random_seed == 0:
randomize()
func tick(actor: Node, blackboard: Blackboard) -> int:
if _children_bag.is_empty():
_reset()
# We need to traverse the array in reverse since we will be manipulating it.
for i in _get_reversed_indexes():
c = _children_bag[i]
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
_children_bag.erase(c)
c.after_run(actor, blackboard)
return SUCCESS
FAILURE:
_children_bag.erase(c)
c.after_run(actor, blackboard)
RUNNING:
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
return FAILURE
func after_run(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func interrupt(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func _get_reversed_indexes() -> Array[int]:
var reversed: Array[int]
reversed.assign(range(_children_bag.size()))
reversed.reverse()
return reversed
func _reset() -> void:
var new_order = get_shuffled_children()
_children_bag = new_order.duplicate()
_children_bag.reverse() # It needs to run the children in reverse order.
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SelectorRandomComposite")
return classes
@@ -0,0 +1,47 @@
@tool
@icon("../../icons/selector_reactive.svg")
class_name SelectorReactiveComposite extends Composite
## Selector Reactive nodes will attempt to execute each of its children until one of
## them return `SUCCESS`. If all children return `FAILURE`, this node will also
## return `FAILURE`.
## If a child returns `RUNNING` it will restart.
func tick(actor: Node, blackboard: Blackboard) -> int:
for c in get_children():
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
# Interrupt any child that was RUNNING before.
if c != running_child:
interrupt(actor, blackboard)
c.after_run(actor, blackboard)
return SUCCESS
FAILURE:
c.after_run(actor, blackboard)
RUNNING:
if c != running_child:
interrupt(actor, blackboard)
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
return FAILURE
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SelectorReactiveComposite")
return classes
@@ -0,0 +1,75 @@
@tool
@icon("../../icons/sequence.svg")
class_name SequenceComposite extends Composite
## Sequence nodes will attempt to execute all of its children and report
## `SUCCESS` in case all of the children report a `SUCCESS` status code.
## If at least one child reports a `FAILURE` status code, this node will also
## return `FAILURE` and restart.
## In case a child returns `RUNNING` this node will tick again.
var successful_index: int = 0
func tick(actor: Node, blackboard: Blackboard) -> int:
for c in get_children():
if c.get_index() < successful_index:
continue
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
_cleanup_running_task(c, actor, blackboard)
successful_index += 1
c.after_run(actor, blackboard)
FAILURE:
_cleanup_running_task(c, actor, blackboard)
# Interrupt any child that was RUNNING before.
interrupt(actor, blackboard)
c.after_run(actor, blackboard)
return FAILURE
RUNNING:
if c != running_child:
if running_child != null:
running_child.interrupt(actor, blackboard)
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
_reset()
return SUCCESS
func interrupt(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func _reset() -> void:
successful_index = 0
## Changes `running_action` and `running_child` after the node finishes executing.
func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
var blackboard_name: String = str(actor.get_instance_id())
if finished_action == running_child:
running_child = null
if finished_action == blackboard.get_value("running_action", null, blackboard_name):
blackboard.set_value("running_action", null, blackboard_name)
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SequenceComposite")
return classes
@@ -0,0 +1,96 @@
@tool
@icon("../../icons/sequence_random.svg")
class_name SequenceRandomComposite extends RandomizedComposite
## This node will attempt to execute all of its children just like a
## [code]SequenceStar[/code] would, with the exception that the children
## will be executed in a random order.
# Emitted whenever the children are shuffled.
signal reset(new_order: Array[Node])
## Whether the sequence should start where it left off after a previous failure.
@export var resume_on_failure: bool = false
## Whether the sequence should start where it left off after a previous interruption.
@export var resume_on_interrupt: bool = false
## A shuffled list of the children that will be executed in reverse order.
var _children_bag: Array[Node] = []
var c: Node
func _ready() -> void:
super()
if random_seed == 0:
randomize()
func tick(actor: Node, blackboard: Blackboard) -> int:
if _children_bag.is_empty():
_reset()
# We need to traverse the array in reverse since we will be manipulating it.
for i in _get_reversed_indexes():
c = _children_bag[i]
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
_children_bag.erase(c)
c.after_run(actor, blackboard)
FAILURE:
_children_bag.erase(c)
# Interrupt any child that was RUNNING before
# but do not reset!
super.interrupt(actor, blackboard)
c.after_run(actor, blackboard)
return FAILURE
RUNNING:
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
return SUCCESS
func after_run(actor: Node, blackboard: Blackboard) -> void:
if not resume_on_failure:
_reset()
super(actor, blackboard)
func interrupt(actor: Node, blackboard: Blackboard) -> void:
if not resume_on_interrupt:
_reset()
super(actor, blackboard)
func _get_reversed_indexes() -> Array[int]:
var reversed: Array[int]
reversed.assign(range(_children_bag.size()))
reversed.reverse()
return reversed
func _reset() -> void:
var new_order: Array[Node] = get_shuffled_children()
_children_bag = new_order.duplicate()
_children_bag.reverse() # It needs to run the children in reverse order.
reset.emit(new_order)
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SequenceRandomComposite")
return classes
@@ -0,0 +1,63 @@
@tool
@icon("../../icons/sequence_reactive.svg")
class_name SequenceReactiveComposite extends Composite
## Reactive Sequence nodes will attempt to execute all of its children and report
## `SUCCESS` in case all of the children report a `SUCCESS` status code.
## If at least one child reports a `FAILURE` status code, this node will also
## return `FAILURE` and restart.
## In case a child returns `RUNNING` this node will restart.
var successful_index: int = 0
func tick(actor: Node, blackboard: Blackboard) -> int:
for c in get_children():
if c.get_index() < successful_index:
continue
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
successful_index += 1
c.after_run(actor, blackboard)
FAILURE:
# Interrupt any child that was RUNNING before.
interrupt(actor, blackboard)
c.after_run(actor, blackboard)
return FAILURE
RUNNING:
_reset()
if running_child != c:
interrupt(actor, blackboard)
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
_reset()
return SUCCESS
func interrupt(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func _reset() -> void:
successful_index = 0
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SequenceReactiveComposite")
return classes
@@ -0,0 +1,61 @@
@tool
@icon("../../icons/sequence_reactive.svg")
class_name SequenceStarComposite extends Composite
## Sequence Star nodes will attempt to execute all of its children and report
## `SUCCESS` in case all of the children report a `SUCCESS` status code.
## If at least one child reports a `FAILURE` status code, this node will also
## return `FAILURE` and tick again.
## In case a child returns `RUNNING` this node will tick again.
var successful_index: int = 0
func tick(actor: Node, blackboard: Blackboard) -> int:
for c in get_children():
if c.get_index() < successful_index:
continue
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
if c is ConditionLeaf:
blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
match response:
SUCCESS:
successful_index += 1
c.after_run(actor, blackboard)
FAILURE:
# Interrupt any child that was RUNNING before
# but do not reset!
super.interrupt(actor, blackboard)
c.after_run(actor, blackboard)
return FAILURE
RUNNING:
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
return RUNNING
_reset()
return SUCCESS
func interrupt(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func _reset() -> void:
successful_index = 0
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SequenceStarComposite")
return classes
@@ -0,0 +1,122 @@
@tool
@icon("../../icons/simple_parallel.svg")
class_name SimpleParallelComposite extends Composite
## Simple Parallel nodes will attampt to execute all chidren at same time and
## can only have exactly two children. First child as primary node, second
## child as secondary node.
## This node will always report primary node's state, and continue tick while
## primary node return 'RUNNING'. The state of secondary node will be ignored
## and executed like a subtree.
## If primary node return 'SUCCESS' or 'FAILURE', this node will interrupt
## secondary node and return primary node's result.
## If this node is running under delay mode, it will wait seconday node
## finish its action after primary node terminates.
#how many times should secondary node repeat, zero means loop forever
@export var secondary_node_repeat_count: int = 0
#wether to wait secondary node finish its current action after primary node finished
@export var delay_mode: bool = false
var delayed_result := SUCCESS
var main_task_finished: bool = false
var secondary_node_running: bool = false
var secondary_node_repeat_left: int = 0
func _get_configuration_warnings() -> PackedStringArray:
var warnings: PackedStringArray = super._get_configuration_warnings()
if get_child_count() != 2:
warnings.append("SimpleParallel should have exactly two child nodes.")
if not get_child(0) is ActionLeaf:
warnings.append("SimpleParallel should have an action leaf node as first child node.")
return warnings
func tick(actor, blackboard: Blackboard):
for c in get_children():
var node_index: int = c.get_index()
if node_index == 0 and not main_task_finished:
if c != running_child:
c.before_run(actor, blackboard)
var response: int = c.tick(actor, blackboard)
if can_send_message(blackboard):
BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
delayed_result = response
match response:
SUCCESS, FAILURE:
_cleanup_running_task(c, actor, blackboard)
c.after_run(actor, blackboard)
main_task_finished = true
if not delay_mode:
if secondary_node_running:
get_child(1).interrupt(actor, blackboard)
_reset()
return delayed_result
RUNNING:
running_child = c
if c is ActionLeaf:
blackboard.set_value("running_action", c, str(actor.get_instance_id()))
elif node_index == 1:
if secondary_node_repeat_count == 0 or secondary_node_repeat_left > 0:
if not secondary_node_running:
c.before_run(actor, blackboard)
var subtree_response = c.tick(actor, blackboard)
if subtree_response != RUNNING:
secondary_node_running = false
c.after_run(actor, blackboard)
if delay_mode and main_task_finished:
_reset()
return delayed_result
elif secondary_node_repeat_left > 0:
secondary_node_repeat_left -= 1
else:
secondary_node_running = true
return RUNNING
func before_run(actor: Node, blackboard: Blackboard) -> void:
secondary_node_repeat_left = secondary_node_repeat_count
super(actor, blackboard)
func interrupt(actor: Node, blackboard: Blackboard) -> void:
if not main_task_finished:
get_child(0).interrupt(actor, blackboard)
if secondary_node_running:
get_child(1).interrupt(actor, blackboard)
_reset()
super(actor, blackboard)
func after_run(actor: Node, blackboard: Blackboard) -> void:
_reset()
super(actor, blackboard)
func _reset() -> void:
main_task_finished = false
secondary_node_running = false
## Changes `running_action` and `running_child` after the node finishes executing.
func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
var blackboard_name = str(actor.get_instance_id())
if finished_action == running_child:
running_child = null
if finished_action == blackboard.get_value("running_action", null, blackboard_name):
blackboard.set_value("running_action", null, blackboard_name)
func get_class_name() -> Array[StringName]:
var classes := super()
classes.push_back(&"SimpleParallelComposite")
return classes