dora-ssr 0.4.14

The lib for building Dora SSR game as wasm32-wasi that runs on multi-platform Dora SSR engine.
Documentation
/* Copyright (c) 2024 Li Jin, dragon-fly@qq.com

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */

extern "C" {
	fn platformer_behavior_tree_type() -> i32;
	fn platformer_behavior_leaf_seq(nodes: i64) -> i64;
	fn platformer_behavior_leaf_sel(nodes: i64) -> i64;
	fn platformer_behavior_leaf_con(name: i64, func: i32, stack: i64) -> i64;
	fn platformer_behavior_leaf_act(action_name: i64) -> i64;
	fn platformer_behavior_leaf_command(action_name: i64) -> i64;
	fn platformer_behavior_leaf_wait(duration: f64) -> i64;
	fn platformer_behavior_leaf_countdown(time: f64, node: i64) -> i64;
	fn platformer_behavior_leaf_timeout(time: f64, node: i64) -> i64;
	fn platformer_behavior_leaf_repeat(times: i32, node: i64) -> i64;
	fn platformer_behavior_leaf_repeat_forever(node: i64) -> i64;
	fn platformer_behavior_leaf_retry(times: i32, node: i64) -> i64;
	fn platformer_behavior_leaf_retry_until_pass(node: i64) -> i64;
}
use crate::dora::IObject;
/// A behavior tree framework for creating game AI structures.
pub struct Tree { raw: i64 }
crate::dora_object!(Tree);
impl Tree {
	pub(crate) fn type_info() -> (i32, fn(i64) -> Option<Box<dyn IObject>>) {
		(unsafe { platformer_behavior_tree_type() }, |raw: i64| -> Option<Box<dyn IObject>> {
			match raw {
				0 => None,
				_ => Some(Box::new(Tree { raw: raw }))
			}
		})
	}
	/// Creates a new sequence node that executes an array of child nodes in order.
	///
	/// # Arguments
	///
	/// * `nodes` - A vector of child nodes.
	///
	/// # Returns
	///
	/// * `Leaf` - A new sequence node.
	pub fn seq(nodes: &Vec<crate::dora::platformer::behavior::Tree>) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_seq(crate::dora::Vector::from_btree(nodes))).unwrap(); }
	}
	/// Creates a new selector node that selects and executes one of its child nodes that will succeed.
	///
	/// # Arguments
	///
	/// * `nodes` - A vector of child nodes.
	///
	/// # Returns
	///
	/// * `Leaf` - A new selector node.
	pub fn sel(nodes: &Vec<crate::dora::platformer::behavior::Tree>) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_sel(crate::dora::Vector::from_btree(nodes))).unwrap(); }
	}
	/// Creates a new condition node that executes a check handler function when executed.
	///
	/// # Arguments
	///
	/// * `name` - The name of the condition.
	/// * `check` - A function that takes a blackboard object and returns a boolean value.
	///
	/// # Returns
	///
	/// * `Leaf` - A new condition node.
	pub fn con(name: &str, mut handler: Box<dyn FnMut(&crate::dora::platformer::behavior::Blackboard) -> bool>) -> crate::dora::platformer::behavior::Tree {
		let mut stack = crate::dora::CallStack::new();
		let stack_raw = stack.raw();
		let func_id = crate::dora::push_function(Box::new(move || {
			let result = handler(&crate::dora::platformer::behavior::Blackboard::from(stack.pop_i64().unwrap()).unwrap());
			stack.push_bool(result);
		}));
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_con(crate::dora::from_string(name), func_id, stack_raw)).unwrap(); }
	}
	/// Creates a new action node that executes an action when executed.
	/// This node will block the execution until the action finishes.
	///
	/// # Arguments
	///
	/// * `action_name` - The name of the action to execute.
	///
	/// # Returns
	///
	/// * `Leaf` - A new action node.
	pub fn act(action_name: &str) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_act(crate::dora::from_string(action_name))).unwrap(); }
	}
	/// Creates a new command node that executes a command when executed.
	/// This node will return right after the action starts.
	///
	/// # Arguments
	///
	/// * `action_name` - The name of the command to execute.
	///
	/// # Returns
	///
	/// * `Leaf` - A new command node.
	pub fn command(action_name: &str) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_command(crate::dora::from_string(action_name))).unwrap(); }
	}
	/// Creates a new wait node that waits for a specified duration when executed.
	///
	/// # Arguments
	///
	/// * `duration` - The duration to wait in seconds.
	///
	/// # Returns
	///
	/// * A new wait node of type `Leaf`.
	pub fn wait(duration: f64) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_wait(duration)).unwrap(); }
	}
	/// Creates a new countdown node that executes a child node continuously until a timer runs out.
	///
	/// # Arguments
	///
	/// * `time` - The time limit in seconds.
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new countdown node of type `Leaf`.
	pub fn countdown(time: f64, node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_countdown(time, node.raw())).unwrap(); }
	}
	/// Creates a new timeout node that executes a child node until a timer runs out.
	///
	/// # Arguments
	///
	/// * `time` - The time limit in seconds.
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new timeout node of type `Leaf`.
	pub fn timeout(time: f64, node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_timeout(time, node.raw())).unwrap(); }
	}
	/// Creates a new repeat node that executes a child node a specified number of times.
	///
	/// # Arguments
	///
	/// * `times` - The number of times to execute the child node.
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new repeat node of type `Leaf`.
	pub fn repeat(times: i32, node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_repeat(times, node.raw())).unwrap(); }
	}
	/// Creates a new repeat node that executes a child node repeatedly.
	///
	/// # Arguments
	///
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new repeat node of type `Leaf`.
	pub fn repeat_forever(node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_repeat_forever(node.raw())).unwrap(); }
	}
	/// Creates a new retry node that executes a child node repeatedly until it succeeds or a maximum number of retries is reached.
	///
	/// # Arguments
	///
	/// * `times` - The maximum number of retries.
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new retry node of type `Leaf`.
	pub fn retry(times: i32, node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_retry(times, node.raw())).unwrap(); }
	}
	/// Creates a new retry node that executes a child node repeatedly until it succeeds.
	///
	/// # Arguments
	///
	/// * `node` - The child node to execute.
	///
	/// # Returns
	///
	/// * A new retry node of type `Leaf`.
	pub fn retry_until_pass(node: &crate::dora::platformer::behavior::Tree) -> crate::dora::platformer::behavior::Tree {
		unsafe { return crate::dora::platformer::behavior::Tree::from(platformer_behavior_leaf_retry_until_pass(node.raw())).unwrap(); }
	}
}