/
loop.go
71 lines (62 loc) · 2.27 KB
/
loop.go
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/*
* Description: Behaviour tree in Go.
* Copyright (c) 2014-2015 ShionRyuu <shionryuu@outlook.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.
*/
package node
import (
p "github.com/ShionRyuu/gobevtree/precondition"
)
/*
*
*/
type LoopSelector struct {
*BevNode
loopCount int
currentCount int
}
func NewLoopSelector(parentNode IBevNode, nodePrecondition p.IPrecondition, totalLoopCount int) *LoopSelector {
return &LoopSelector{NewBevNode(parentNode, nodePrecondition), totalLoopCount, 0}
}
func (node *LoopSelector) Evaluate(input interface{}) bool {
checkLoop := node.loopCount != ConstInfiniteLoop && node.currentCount > node.loopCount
if !checkLoop {
return false
} else if node.checkIndex(0) {
return node.childNodeList[0].Evaluate(input)
} else {
return false
}
}
func (node *LoopSelector) Transition(input interface{}) {
if node.checkIndex(0) {
node.childNodeList[0].Transition(input)
}
}
func (node *LoopSelector) Tick(input interface{}, output interface{}) BevRunningStatus {
if node.checkIndex(0) && node.childNodeList[0].Tick(input, output) == StateFinish {
node.currentCount = node.currentCount + 1
}
if node.loopCount != ConstInfiniteLoop && node.currentCount > node.loopCount {
return StateFinish
} else {
return StateExecuting
}
}