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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include "BehaviorTree.h"#include "BehaviorTreeDependencyScanner.h"#include "../ECS_Components_AI.h"
Include dependency graph for BehaviorTree.cpp:Go to the source code of this file.
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) |
Definition at line 25 of file BehaviorTree.cpp.
| BTStatus ExecuteBTAction | ( | BTActionType | actionType, |
| float | param1, | ||
| float | param2, | ||
| EntityID | entity, | ||
| AIBlackboard_data & | blackboard | ||
| ) |
Definition at line 584 of file BehaviorTree.cpp.
References AttackIfClose, ChooseRandomNavigablePoint, ClearTarget, Failure, GameEngine::fDt, FollowPath, NavigationMap::Get(), World::Get(), World::GetComponent(), GetComponentTypeID_Static(), NavigationMap::GetRandomNavigablePoint(), World::HasComponent(), Idle, INVALID_ENTITY_ID, Vector::Magnitude(), MoveToGoal, PatrolPickNextPoint, Position_data::position, RequestPathfinding, Running, SetMoveGoalToLastKnownTargetPos, SetMoveGoalToPatrolPoint, SetMoveGoalToTarget, Success, AttackIntent_data::targetEntity, MoveIntent_data::targetPosition, and WaitRandomTime.
Referenced by ExecuteBTNode().
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Here is the caller graph for this function:| BTStatus ExecuteBTCondition | ( | BTConditionType | condType, |
| float | param, | ||
| EntityID | entity, | ||
| const AIBlackboard_data & | blackboard | ||
| ) |
Definition at line 513 of file BehaviorTree.cpp.
References MoveIntent_data::arrivalThreshold, CanAttack, Failure, World::Get(), World::GetComponent(), GetComponentTypeID_Static(), World::HasComponent(), HasMoveGoal, HasNavigableDestination, HasReachedDestination, HasValidPath, HealthBelow, HeardNoise, IsWaitTimerExpired, Vector::Magnitude(), Success, TargetInRange, and TargetVisible.
Referenced by ExecuteBTNode().
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Here is the caller graph for this function:| BTStatus ExecuteBTNode | ( | const BTNode & | node, |
| EntityID | entity, | ||
| AIBlackboard_data & | blackboard, | ||
| const BehaviorTreeAsset & | tree | ||
| ) |
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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