Example #1
0
    void BehaviorNode::ApplyEffects(Agent* pAgent, BehaviorNode::EPhase  phase) const
    {
        if (this->m_effectors.size() == 0)
        {
            return;
        }

        if (this->m_both_effectors == 0)
        {
            if (phase == Effector::E_SUCCESS && this->m_success_effectors == 0)
            {
                return;
            }

            if (phase == Effector::E_FAILURE && this->m_failure_effectors == 0)
            {
                return;
            }
        }

        for (uint32_t i = 0; i < this->m_effectors.size(); ++i)
        {
            Effector* pEffector = (Effector*)this->m_effectors[i];

            if (pEffector != NULL)
            {
                Effector::EPhase ph = pEffector->GetPhase();

                if (phase == Effector::E_BOTH || ph == Effector::E_BOTH || ph == phase)
                {
                    pEffector->Evaluate((Agent*)pAgent);
                }
            }
        }
    }
Example #2
0
void Actor::loseEffectors(const EffectorIDVector& effectors, Action* parentAction)
{
	//determine lost effectors for actions on  effectors
	ActionEffectorsInfo lostEffectorsInfo;
	for (size_t i = 0; i<effectors.size(); i++)
	{
		Effector* effector = getEffector(effectors[i]);
		GB_ASSERT(effector, format("Actor::getEffector: actor doesn't have effector %s", Effector::convertToString(effectors[i])));
		Action* responsibleParent = getResponsibleParent(effectors[i],parentAction);
		Actions activeActions;
		effector->getActiveChildActions(responsibleParent, activeActions);
		lostEffectorsInfo.addInfo(effector,activeActions);
	}

	//notify actions about lost effectors
	ActionEffectorsInfo::ActionEffectorsDeque::reverse_iterator rit = lostEffectorsInfo.m_deque.rbegin(),
		rend = lostEffectorsInfo.m_deque.rend();
	while(rit!=rend)
	{
		Action* action  = rit->action;
		EffectorIDVector& effectors = rit->effectorIDVector;
		action->loseEffectors(effectors);
		rit++;
	}
}
Example #3
0
void Actor::updateEffectors()
{
	GB_ASSERT(m_state,"Actor::updateEffectors: actor doesn't have state");
	
	//delete actions
	ActionSet::iterator ita = m_actionsToDelete.begin();
	ActionSet::iterator enda = m_actionsToDelete.end();
	while(ita!=enda)
	{
		Action* action = *ita;
		GB_SAFE_DELETE(action);
		ita++;
	}
	m_actionsToDelete.clear();

	//update actions
	Actions actionsToUpdate;
	m_rootAction->getChilds(actionsToUpdate, true);
/*
	for (Actions::reverse_iterator rit=actionsToUpdate.rbegin(), rend = actionsToUpdate.rend();
			rit!=rend; rit++)
*/
	for (Actions::iterator it=actionsToUpdate.begin(), end = actionsToUpdate.end();
		it!=end; it++)
	{
		Action* action = *it; //*rit;
		//check whether action wasn't terminated yet
		if (action->getTerminationStatus()==Action::NONE)
		{
			action->update();
		}
	}
	
	//notify actions about acquiring(activating) effectors
	for (ActivatedEffectorsMap::iterator it = m_activatedEffectors.begin(),end = m_activatedEffectors.end();
		it!=end; it++)
	{
		Action* action = it->first;
		EffectorIDVector& effectors = it->second;

		//check action activity on effectors
		EffectorIDVector::iterator jt = effectors.begin();
		while(jt!=effectors.end())
		{
			Effector* effector = getEffector(*jt);
			if (effector->isActive(action))
				jt++;
			else
				jt = effectors.erase(jt);
		}

		if (!effectors.empty())
		{
			//GB_INFO("Actor::update: reacquiring %s (%p)",action->getDescString().c_str(), action);
			action->acquireEffectors(effectors);
		}
	}
	m_activatedEffectors.clear();
}
Example #4
0
void Actor::setActionToEffectors(Action* action, Action* parent)
{
	GB_ASSERT(action,"Actor::setActionToEffectors: action must be defined");
	
	EffectorIDVector actualNonAcquiredEffectors = action->getAcquiredEffectors();
	const EffectorIDVector &requiredEffectors = action->getRequiredEffectors();
	//set new action to effectors
	for (size_t i = 0; i<requiredEffectors.size(); i++)
	{
		Effector* effector = getEffector(requiredEffectors[i]);
		GB_ASSERT(effector, format("Actor::getEffector: actor doesn't have effector %s", \
											Effector::convertToString(requiredEffectors[i])));
		Actions parentChain;
		getResponsibleParent(requiredEffectors[i],parent,&parentChain);
		//insert parents
		int customPriority = action->getEffectorPriority(requiredEffectors[i]);

		//case of multiple responsible children
		if (parentChain.size()==1 && (parent->hasEffectorResponsibleChild(requiredEffectors[i])))
		{
			parent->addResponsibleChildForEffector(requiredEffectors[i], action);
		}

		for (size_t j = parentChain.size()-1; j>0; j--)
		{
			//action notification about new added effectors can be placed here
			Action* actionToInsert = parentChain[j-1];
			Action* parentAction = parentChain[j];
			Action* responsibleChild = j>1 ?  parentChain[j-2] : action;
			actionToInsert->addRequiredEffector(requiredEffectors[i],false,customPriority,responsibleChild);
			if (effector->insertAction(actionToInsert,parentAction))
			{
				actionToInsert->addAcquiredEffector(requiredEffectors[i]);
			}
		}

		//insert action
		if (effector->insertAction(action,parent))
		{
			//maybe this is only for debug
			EffectorIDVector::iterator it = std::find(actualNonAcquiredEffectors.begin(),actualNonAcquiredEffectors.end(),
									requiredEffectors[i]);
			GB_ASSERT(it!=actualNonAcquiredEffectors.end(),"Actor::setActionToEffectors: can't set action properly.");
			actualNonAcquiredEffectors.erase(it);
		}
	}

	GB_ASSERT(actualNonAcquiredEffectors.empty(),"Actor::setActionToEffectors: can't set action properly.");
}
Example #5
0
Action* Actor::getActiveAction(const std::string actionName, const EffectorIDVector& effectors )
{
	const EffectorIDVector& checkedEffectors = effectors.empty() ? m_effectorIDs : effectors;
	EffectorIDVector::const_iterator it = checkedEffectors.begin();
	EffectorIDVector::const_iterator end = checkedEffectors.end();
	Action* action = NULL;
	while (it!=end && !action)
	{
		Effector* effector = getEffector(*it);
		action = effector->getActiveAction(actionName);
		it++;
	}

	return action;
}
Example #6
0
void Actor::printActions(std::ostringstream& buff, bool full)
{
	buff.clear();
	buff<<"Actor state: "<<m_state->getName()<<std::endl;
	buff<<"Actor actions on effectors: "<<std::endl;
	for(EffectorMap::iterator it = m_effectors.begin(),end = m_effectors.end();
			it!=end;it++)
	{
		Effector* effector = it->second;
		buff<<Effector::convertToString(effector->getId())<<std::endl;
		std::string tabs;

		print(effector,m_rootAction,buff,tabs,full);
	}
}
Example #7
0
bool Actor::checkEffectors(Action* action, Action* parentAction,EffectorIDVector &acquiredEffectors)
{
	acquiredEffectors.clear();

	bool principalAcquired = true;
	const Action::EffectorInfoMap &requiredEffectors = action->getRequiredEffectorInfos();
	for (Action::EffectorInfoMap::const_iterator it = requiredEffectors.begin(),end = requiredEffectors.end();
			it!=end; it++)
	{
		EffectorID effectorID = it->first;
		
		Effector* effector = getEffector(effectorID);
		GB_ASSERT(effector, format("Actor::getEffector: actor doesn't have effector %s", Effector::convertToString(effectorID)));
		
		bool principal = it->second.principal;

		
		
		//check if effector will be acquired by action when action is setting to parent
		bool isAcquired = false;

		Actions parentChain;
		Action* responsibleParent = getResponsibleParent(effectorID,parentAction,&parentChain);
		if (effector->isActive(responsibleParent))
		{
			isAcquired = true;
			int customActionPriority = action->getEffectorPriority(effectorID);
			Action* currentAction = parentChain.size()>1 ? parentChain[parentChain.size()-2] : action;
			Action* settedAction =  effector->getActiveChildAction(responsibleParent);
			//in our case, this can be done simpler, because comparing is based on action's priority 
			//and doesn't depend on action(so action can be used instead of currentAction)
			if (!settedAction || compareActions(settedAction,currentAction,effectorID,
										settedAction->getEffectorPriority(effectorID),customActionPriority))
			{
				isAcquired = true;
				acquiredEffectors.push_back(effectorID);
			}	
		}

		if (principal && !isAcquired)
		{
			principalAcquired = false;
		}
	}

	return principalAcquired;
}
Example #8
0
void Actor::releaseActionEffectors(Action* action,const EffectorIDVector& effectorIDs)
{
	for (size_t i=0;i<effectorIDs.size();i++)
	{
		Effector* effector = getEffector(effectorIDs[i]);
		GB_ASSERT(effector, format("Actor::getEffector: actor doesn't have effector %s", Effector::convertToString(effectorIDs[i])));
		Actions children;
		effector->getDirectChildren(action, children);
		GB_ASSERT(children.empty(), "Actor::releaseActionEffectors: action isn't allowed to have children on effector at this moment");

		Actions becameActive;
		effector->removeAction(action,becameActive);
		for(size_t j=0; j<becameActive.size(); j++)
		{
			m_activatedEffectors[becameActive[j]].push_back(effectorIDs[i]);
		}
	}
}
/* normal construction test */
void EffectorTest::normalConstruction() {

    int id = 1;
    std::string name = "test";
    float mass = 2;
    float length = 3;

    using namespace RoboticArm;

    Effector createdPart = Effector(id, name, mass, length);

    if (createdPart.getId() == id && createdPart.getName() == name &&
            createdPart.getLength() == length && createdPart.getMass() == mass) {
        CPPUNIT_ASSERT(true);
    } else {
        CPPUNIT_ASSERT(false);
    }

}
void EffectorTest::validParReadBack(){
    
    bool success = true;

    int id = 111;
    std::string name = "test";
    float mass = 123.54566;
    float length = 14676.54;

    using namespace RoboticArm;

    try {
        Effector createdPart = Effector(id, name, mass, length);

        if (id != createdPart.getId()) {
            std::cout << "ID is wrong." << std::endl;
            success = false;
        }

        if (name != createdPart.getName()) {
            std::cout << "Name is wrong." << std::endl;
            success = false;
        }

        if (mass != createdPart.getMass()) {
            std::cout << "Mass is wrong." << std::endl;
            success = false;
        }

        if (length != createdPart.getLength()) {
            std::cout << "Length is wrong." << std::endl;
            success = false;
        }


    } catch (const std::invalid_argument& ia) {
        success = false;
    }

    CPPUNIT_ASSERT(success);

}
Example #11
0
void Actor::releaseAction(Action* action)
{
	//GB_INFO("ReleaseAction begin: %s (%p)",action->getDescString().c_str(), action);
	static std::string tabs;
	//GB_INFO("%sReleaseAction: %s (%p)",tabs.c_str(), action->getDescString().c_str(), action);
	tabs.append("    ");

	GB_ASSERT(m_actionsToDelete.find(action) == m_actionsToDelete.end(),
						"Action has already been deleted. Action logic is corrupted!");
	m_actionsToDelete.insert(action);

	//terminate childs
	Actions childs;
	action->getChilds(childs);
	for (Actions::iterator it=childs.begin(), end=childs.end();
			it!=end; it++)
	{
		Action* child = *it;
		child->terminate(Action::CANCELED);
	}
	
	//remove from effectors
	const EffectorIDVector& effectorIDs = action->getRequiredEffectors();
	for (size_t i=0;i<effectorIDs.size();i++)
	{
		Effector* effector = getEffector(effectorIDs[i]);
		GB_ASSERT(effector, format("Actor::getEffector: actor doesn't have effector %s", Effector::convertToString(effectorIDs[i])));

		Actions becameActive;
		effector->removeAction(action,becameActive);
		for(size_t j=0; j<becameActive.size(); j++)
		{
			m_activatedEffectors[becameActive[j]].push_back(effectorIDs[i]);
		}		
	}
	tabs.erase(tabs.size()-4,4);
	//GB_INFO("ReleaseAction end: %s",action->getDescString().c_str());
}
Example #12
0
    void BehaviorNode::Attach(BehaviorNode* pAttachment, bool bIsPrecondition, bool bIsEffector, bool bIsTransition)
    {
        BEHAVIAC_UNUSED_VAR(bIsTransition);
        BEHAVIAC_ASSERT(bIsTransition == false);

        if (bIsPrecondition)
        {
            BEHAVIAC_ASSERT(!bIsEffector);

            Precondition* predicate = (Precondition*)pAttachment;
            BEHAVIAC_ASSERT(predicate != NULL);
            this->m_preconditions.push_back(predicate);

            Precondition::EPhase phase = predicate->GetPhase();

            if (phase == Precondition::E_ENTER)
            {
                this->m_enter_precond++;

            }
            else if (phase == Precondition::E_UPDATE)
            {
                this->m_update_precond++;

            }
            else if (phase == Precondition::E_BOTH)
            {
                this->m_both_precond++;

            }
            else
            {
                BEHAVIAC_ASSERT(false);
            }
        }
        else if (bIsEffector)
        {
            BEHAVIAC_ASSERT(!bIsPrecondition);

            Effector* effector = (Effector*)pAttachment;
            BEHAVIAC_ASSERT(effector != NULL);
            this->m_effectors.push_back(effector);

            Effector::EPhase phase = effector->GetPhase();

            if (phase == Effector::E_SUCCESS)
            {
                this->m_success_effectors++;

            }
            else if (phase == Effector::E_FAILURE)
            {
                this->m_failure_effectors++;

            }
            else if (phase == Effector::E_BOTH)
            {
                this->m_both_effectors++;

            }
            else
            {
                BEHAVIAC_ASSERT(false);
            }
        }
        else
        {
            this->m_events.push_back(pAttachment);
        }
    }