Skip to main content

Behavior

Enum Behavior 

Source
pub enum Behavior<A> {
Show 14 variants Wait(Float), WaitForever, Action(A), Invert(Box<Behavior<A>>), AlwaysSucceed(Box<Behavior<A>>), Select(Vec<Behavior<A>>), If(Box<Behavior<A>>, Box<Behavior<A>>, Box<Behavior<A>>), Sequence(Vec<Behavior<A>>), While(Box<Behavior<A>>, Vec<Behavior<A>>), WhileAll(Box<Behavior<A>>, Vec<Behavior<A>>), WhenAll(Vec<Behavior<A>>), WhenAny(Vec<Behavior<A>>), After(Vec<Behavior<A>>), Race(Vec<Behavior<A>>), // some variants omitted
}
Expand description

Describes a behavior.

This is used for more complex event logic. Can also be used for game AI.

Variants§

§

Wait(Float)

Waits an amount of time before continuing

Float: Time in seconds

§

WaitForever

Wait forever.

§

Action(A)

A high level description of an action.

An Action can either be “condition” which does not alter the system and returns either Success or Failure

  • e.g IsDoorOpen? IsNetworkDown?

Or it can be an “act” that can alter the system and returns either Success, Failure or Running

  • e.g OpenDoor, NetworkShutdown
§

Invert(Box<Behavior<A>>)

Converts Success into Failure and vice versa.

§

AlwaysSucceed(Box<Behavior<A>>)

Ignores failures and returns Success.

§

Select(Vec<Behavior<A>>)

Runs behaviors one by one until one succeeds.

Tries the next behavior if one fails. Fails if the last fails. A short-circuited logical OR gate.

Resumes the running child across ticks. Use .memory(false) to restart from the first child every tick instead.

§

If(Box<Behavior<A>>, Box<Behavior<A>>, Box<Behavior<A>>)

If(condition, success, failure)

§

Sequence(Vec<Behavior<A>>)

Runs behaviors one by one until all succeed.

Fails if any behavior fails. Succeeds if all succeed. A short-circuited logical AND gate.

Resumes the running child across ticks. Use .memory(false) to restart from the first child every tick instead.

§

While(Box<Behavior<A>>, Vec<Behavior<A>>)

Loops while conditional behavior is running.

Succeeds if the conditional behavior succeeds. Fails if the conditional behavior fails, or if any behavior in the loop body fails.

§Panics

Panics if the given behavior sequence is empty.

§

WhileAll(Box<Behavior<A>>, Vec<Behavior<A>>)

Runs a sequence on repeat as long as a conditional behavior that precedes the sequence is running.

Conditional behavior is only checked before the sequence runs and not during the sequence.

Succeeds if the conditional behavior succeeds. Fails if the conditional behavior fails, or if any behavior in the sequence fails.

§Panics

Panics if the given behavior sequence is empty.


use bonsai_bt::{BT, Running, Failure, Success, Action, UpdateArgs, Behavior::WhileAll, ActionArgs};
use bonsai_bt::Event;

#[derive(Clone, Debug)]

enum Ex { A, B, C }

let rs = WhileAll(
   Box::new(Action(Ex::A)),
   vec![Action(Ex::B), Action(Ex::C)],
);

let (SUCCESS, FAILURE, RUNNING ) = ((Success, 0.0), (Failure, 0.0), (Running, 0.0));

let mut bt = BT::new(rs, ());

let mut i = 0;
let status = bt.tick(&Event::zero_dt_args(), &mut |args: ActionArgs<Event, Ex>, _| {
   match args.action {
       Ex::A => {
           i += 1;
           if i == 4 {
               SUCCESS
           }
           else {
               RUNNING
           }
       }
       Ex::B => {
           i += 1;
           SUCCESS
       }
       Ex::C => {
           i += 1;
           SUCCESS
       }
   }
});
assert!(i == 4);
§

WhenAll(Vec<Behavior<A>>)

Runs all behaviors in parallel until all succeeded.

Succeeds if all behaviors succeed. Fails is any behavior fails.

§

WhenAny(Vec<Behavior<A>>)

Runs all behaviors in parallel until one succeeds.

Succeeds if one behavior succeeds. Fails if all behaviors failed.

§

After(Vec<Behavior<A>>)

Runs all behaviors in parallel until all succeeds in sequence.

Succeeds if all behaviors succeed, but only if succeeding in sequence. Fails if one behavior fails.

§

Race(Vec<Behavior<A>>)

Runs all behaviors in parallel until one completes (succeeds or fails).

Returns the status of the first behavior to complete, whether that is Success or Failure. If all behaviors remain Running, returns Running.

Implementations§

Source§

impl<A> Behavior<A>

Source

pub fn memory(self, on: bool) -> Self

Set whether a Sequence or Select keeps memory across ticks.

true (the default) resumes the running child each tick; false restarts from the first child every tick (reactive). No effect on other node types.

Trait Implementations§

Source§

impl<A: Clone> Clone for Behavior<A>

Source§

fn clone(&self) -> Behavior<A>

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
Source§

impl<A: Debug> Debug for Behavior<A>

Source§

fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
Source§

impl<A: PartialEq> PartialEq for Behavior<A>

Source§

fn eq(&self, other: &Behavior<A>) -> bool

Equality operator ==. Read more
1.0.0 (const: unstable) · Source§

fn ne(&self, other: &Rhs) -> bool

Inequality operator !=. Read more
Source§

impl<A: PartialEq> StructuralPartialEq for Behavior<A>

Auto Trait Implementations§

§

impl<A> Freeze for Behavior<A>
where A: Freeze,

§

impl<A> RefUnwindSafe for Behavior<A>
where A: RefUnwindSafe,

§

impl<A> Send for Behavior<A>
where A: Send,

§

impl<A> Sync for Behavior<A>
where A: Sync,

§

impl<A> Unpin for Behavior<A>
where A: Unpin,

§

impl<A> UnsafeUnpin for Behavior<A>
where A: UnsafeUnpin,

§

impl<A> UnwindSafe for Behavior<A>
where A: UnwindSafe,

Blanket Implementations§

Source§

impl<T> Any for T
where T: 'static + ?Sized,

Source§

fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
Source§

impl<T> Borrow<T> for T
where T: ?Sized,

Source§

fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
Source§

impl<T> BorrowMut<T> for T
where T: ?Sized,

Source§

fn borrow_mut(&mut self) -> &mut T

Mutably borrows from an owned value. Read more
Source§

impl<T> CloneToUninit for T
where T: Clone,

Source§

unsafe fn clone_to_uninit(&self, dest: *mut u8)

🔬This is a nightly-only experimental API. (clone_to_uninit)
Performs copy-assignment from self to dest. Read more
Source§

impl<T> From<T> for T

Source§

fn from(t: T) -> T

Returns the argument unchanged.

Source§

impl<T, U> Into<U> for T
where U: From<T>,

Source§

fn into(self) -> U

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

Source§

impl<T> ToOwned for T
where T: Clone,

Source§

type Owned = T

The resulting type after obtaining ownership.
Source§

fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
Source§

fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
Source§

impl<T, U> TryFrom<U> for T
where U: Into<T>,

Source§

type Error = Infallible

The type returned in the event of a conversion error.
Source§

fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
Source§

impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

Source§

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.
Source§

fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.