Behavior

Enum Behavior 

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pub enum Behavior<A> {
Show 13 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>>),
}
Expand description

Describes a behavior.

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

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Wait(Float)

Waits an amount of time before continuing

Float: Time in seconds

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WaitForever

Wait forever.

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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
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Invert(Box<Behavior<A>>)

Converts Success into Failure and vice versa.

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AlwaysSucceed(Box<Behavior<A>>)

Ignores failures and returns Success.

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Select(Vec<Behavior<A>>)

Runs behaviors one by one until a behavior succeeds.

If a behavior fails it will try the next one. Fails if the last behavior fails. Can be thought of as a short-circuited logical OR gate.

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

If(condition, success, failure)

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Sequence(Vec<Behavior<A>>)

Runs behaviors one by one until all succeeded.

The sequence fails if a behavior fails. The sequence succeeds if all the behavior succeeds. Can be thought of as a short-circuited logical AND gate.

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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.

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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);
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WhenAll(Vec<Behavior<A>>)

Runs all behaviors in parallel until all succeeded.

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

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WhenAny(Vec<Behavior<A>>)

Runs all behaviors in parallel until one succeeds.

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

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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.

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

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

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl<A: Debug> Debug for Behavior<A>

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

Formats the value using the given formatter. Read more
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impl<A: PartialEq> PartialEq for Behavior<A>

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

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl<A> StructuralPartialEq for Behavior<A>

Auto Trait Implementations§

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

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

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

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

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

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

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

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fn type_id(&self) -> TypeId

Gets the TypeId of self. Read more
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impl<T> Borrow<T> for T
where T: ?Sized,

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fn borrow(&self) -> &T

Immutably borrows from an owned value. Read more
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impl<T> BorrowMut<T> for T
where T: ?Sized,

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

Mutably borrows from an owned value. Read more
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impl<T> CloneToUninit for T
where T: Clone,

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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
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impl<T> From<T> for T

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fn from(t: T) -> T

Returns the argument unchanged.

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

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fn into(self) -> U

Calls U::from(self).

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

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

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type Owned = T

The resulting type after obtaining ownership.
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fn to_owned(&self) -> T

Creates owned data from borrowed data, usually by cloning. Read more
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fn clone_into(&self, target: &mut T)

Uses borrowed data to replace owned data, usually by cloning. Read more
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impl<T, U> TryFrom<U> for T
where U: Into<T>,

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type Error = Infallible

The type returned in the event of a conversion error.
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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

Performs the conversion.
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impl<T, U> TryInto<U> for T
where U: TryFrom<T>,

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

The type returned in the event of a conversion error.
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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

Performs the conversion.