bevior_tree 0.10.0

Behavior tree plugin for Bevy.
Documentation
//! Composite nodes that run children parallelly.

use bevy::ecs::{entity::Entity, world::World};

use crate::node::prelude::*;
use crate::sequential::ResultConstructor;

pub mod variants;

pub mod prelude {
    pub use super::{Parallel, variants::prelude::*};
}

/// Composite node that run children parallelly.
#[with_state(ParallelState)]
pub struct Parallel {
    children: Vec<Box<dyn Node>>,
    result_constructor: Box<dyn ResultConstructor>,
}
impl Parallel {
    /// Creates new [`Parallel`] node.
    ///
    /// # Arguments
    /// * children - Children nodes that this node runs.
    /// * result_constructor - Take results of children, then return the result of this node if available.
    pub fn new(children: Vec<Box<dyn Node>>, result_constructor: impl ResultConstructor) -> Self {
        Self {
            children,
            result_constructor: Box::new(result_constructor),
        }
    }
}
impl Node for Parallel {
    fn begin(&self, world: &mut World, entity: Entity) -> NodeStatus {
        let state = ParallelState {
            children_status: self
                .children
                .iter()
                .map(|_| NodeStatus::Beginning)
                .collect(),
        };
        self.resume(world, entity, Box::new(state))
    }

    fn resume(&self, world: &mut World, entity: Entity, state: Box<dyn NodeState>) -> NodeStatus {
        let state = Self::downcast(state).expect("Invalid state.");
        if let Some(result) = (*self.result_constructor)(state.results()) {
            self.force_exit(world, entity, Box::new(state));
            return NodeStatus::Complete(result);
        }
        let children_status = self
            .children
            .iter()
            .zip(state.children_status.into_iter())
            .map(|(child, child_status)| match child_status {
                NodeStatus::Beginning => child.begin(world, entity),
                NodeStatus::Pending(child_state) => child.resume(world, entity, child_state),
                NodeStatus::Complete(_) => child_status,
            })
            .collect();
        let state = ParallelState { children_status };
        if let Some(result) = (*self.result_constructor)(state.results()) {
            self.force_exit(world, entity, Box::new(state));
            NodeStatus::Complete(result)
        } else {
            NodeStatus::Pending(Box::new(state))
        }
    }

    fn force_exit(&self, world: &mut World, entity: Entity, state: Box<dyn NodeState>) {
        let state = Self::downcast(state).expect("Invalid state.");
        self.children
            .iter()
            .zip(state.children_status.into_iter())
            .for_each(|(child, child_status)| match child_status {
                NodeStatus::Pending(child_state) => child.force_exit(world, entity, child_state),
                _ => {}
            });
    }
}

/// State for [`Parallel`]
#[derive(NodeState)]
struct ParallelState {
    children_status: Vec<NodeStatus>,
}
impl ParallelState {
    fn results(&self) -> Vec<Option<NodeResult>> {
        self.children_status
            .iter()
            .map(|status| match status {
                &NodeStatus::Complete(result) => Some(result),
                _ => None,
            })
            .collect()
    }
}