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- #include <boost/format.hpp>
- #include <glog/logging.h>
- #include "Base/Typedef.h"
- #include "BehaviorTree/BehaviorTree.h"
- #include "BehaviorTree/NodeFactories.h"
- #include "BehaviorTree/BehaviorTreeConf.pb.h"
- namespace Egametang {
- BehaviorTree::BehaviorTree(NodeFactories& factories, const BehaviorTreeConf& tree_conf):
- node(NULL)
- {
- type = tree_conf.type();
- const BehaviorNodeConf& node_conf = tree_conf.node();
- if (tree_conf.has_node())
- {
- const BehaviorNodeConf& node_conf = tree_conf.node();
- BuildTree(factories, node_conf, node);
- }
- }
- void BehaviorTree::BuildTree(
- NodeFactories& factories, const BehaviorNodeConf& node_conf,
- NodeIf*& node)
- {
- int32 type = node_conf.type();
- node = factories.GetInstance(node_conf);
- for (int i = 0; i < node_conf.node_size(); ++i)
- {
- const BehaviorNodeConf& logic_node_conf = node_conf.node(i);
- NodeIf* logic_node = NULL;
- BuildTree(factories, logic_node_conf, logic_node);
- node->AddChildNode(logic_node);
- }
- }
- BehaviorTree::~BehaviorTree()
- {
- delete node;
- }
- void BehaviorTree::Run(ContexIf* contex)
- {
- node->Run(contex);
- }
- std::string BehaviorTree::ToString()
- {
- boost::format format("type: %1%\node: %2%");
- format % type % node->ToString();
- return format.str();
- }
- } // namespace Egametang
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