fyrox_impl/utils/behavior/
composite.rs

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//! Composite node is a container for children nodes. Composite node could be either
//! `Sequence` or `Selector`. `Sequence` node will execute children nodes consecutively
//! until `Status::Failure` is returned from any descendant node. In other words `Sequence`
//! implement AND logical function. `Selector` node will execute children until `Status::Success`
//! is returned from any descendant node. In other worlds `Selector` implement OR logical
//! function.

use crate::{
    core::{pool::Handle, visitor::prelude::*},
    utils::behavior::{BehaviorNode, BehaviorTree},
};

/// Defines exact behavior of the composite node.
#[derive(Debug, PartialEq, Visit, Eq, Clone)]
pub enum CompositeNodeKind {
    /// `Sequence` node will execute children nodes consecutively
    /// until `Status::Failure` is returned from any descendant node. In other words `Sequence`
    /// implement AND logical function.
    Sequence,
    /// `Selector` node will execute children until `Status::Success`
    /// is returned from any descendant node. In other worlds `Selector` implement OR logical
    /// function.
    Selector,
}

impl Default for CompositeNodeKind {
    fn default() -> Self {
        Self::Sequence
    }
}

/// See module docs.
#[derive(Debug, PartialEq, Visit, Eq, Clone)]
pub struct CompositeNode<B>
where
    B: Clone,
{
    /// A set of children.
    pub children: Vec<Handle<BehaviorNode<B>>>,
    /// Current kind of the node.
    pub kind: CompositeNodeKind,
}

impl<B> Default for CompositeNode<B>
where
    B: Clone,
{
    fn default() -> Self {
        Self {
            children: Default::default(),
            kind: Default::default(),
        }
    }
}

impl<B> CompositeNode<B>
where
    B: Clone + 'static,
{
    /// Creates new composite node of given kind and set of children nodes.
    pub fn new(kind: CompositeNodeKind, children: Vec<Handle<BehaviorNode<B>>>) -> Self {
        Self { children, kind }
    }

    /// Creates new sequence composite node with a set of children nodes.
    pub fn new_sequence(children: Vec<Handle<BehaviorNode<B>>>) -> Self {
        Self {
            children,
            kind: CompositeNodeKind::Sequence,
        }
    }

    /// Creates new selector composite node with a set of children nodes.
    pub fn new_selector(children: Vec<Handle<BehaviorNode<B>>>) -> Self {
        Self {
            children,
            kind: CompositeNodeKind::Selector,
        }
    }

    /// Adds self to the tree and return handle to self.
    pub fn add_to(self, tree: &mut BehaviorTree<B>) -> Handle<BehaviorNode<B>> {
        tree.add_node(BehaviorNode::Composite(self))
    }
}