Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Typedefs | Functions
BehaviorTree.cpp File Reference
#include "BehaviorTree.h"
#include "BehaviorTreeDependencyScanner.h"
#include "../ECS_Components_AI.h"
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Typedefs

using json = nlohmann::json
 

Functions

BTStatus ExecuteBTNode (const BTNode &node, EntityID entity, AIBlackboard_data &blackboard, const BehaviorTreeAsset &tree)
 
BTStatus ExecuteBTCondition (BTConditionType condType, float param, EntityID entity, const AIBlackboard_data &blackboard)
 
BTStatus ExecuteBTAction (BTActionType actionType, float param1, float param2, EntityID entity, AIBlackboard_data &blackboard)
 

Typedef Documentation

◆ json

Definition at line 25 of file BehaviorTree.cpp.

Function Documentation

◆ ExecuteBTAction()

BTStatus ExecuteBTAction ( BTActionType  actionType,
float  param1,
float  param2,
EntityID  entity,
AIBlackboard_data blackboard 
)

◆ ExecuteBTCondition()

BTStatus ExecuteBTCondition ( BTConditionType  condType,
float  param,
EntityID  entity,
const AIBlackboard_data blackboard 
)

◆ ExecuteBTNode()

BTStatus ExecuteBTNode ( const BTNode node,
EntityID  entity,
AIBlackboard_data blackboard,
const BehaviorTreeAsset tree 
)
Examples
/home/runner/work/Olympe-Engine/Olympe-Engine/Source/AI/BehaviorTree.h.

Definition at line 398 of file BehaviorTree.cpp.

References Action, Condition, ExecuteBTAction(), ExecuteBTCondition(), ExecuteBTNode(), Failure, GetComponentTypeID_Static(), Inverter, Repeater, Running, Selector, Sequence, and Success.

Referenced by ExecuteBTNode(), and BehaviorTreeSystem::Process().

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