行为树的一个C++实现

1. 基本概念

   行为树,英文是Behavior Tree,简称BT,是由行为节点组成的树状结构。在BT中,节点是有层次的,子节点由其父节点来控制

   每个节点的执行都有一个结果(成功Success,失败Failure或运行Running),该节点的执行结果都由其父节点来管理,从而决定接下来做

   什么,父节点的类型决定了不同的控制类型。

   节点从结构上分为两类:组合节点、叶节点,所谓组合节点就是出度大于0的节点,叶节点一般用来放置执行逻辑和条件判断。

      1)序列(Sequence)节点:组合结点,顺序执行所有子节点,如果子节点全部执行成功,返回成功。如果某个子节点失败则返回失败,且不再执行下一个子节点。

      2)选择(Selector)结点:组合结点,顺序执行所有子节点,只要碰到一个子节点返回成功,则返回成功,否则继续执行下一个。如果子结点全都执行失败,则返回失败。

      3)并行(Parallel)结点:组合结点,并行其下所有子节点,所有节点成功则返回成功(有任意子节点失败则失败)。

      4)条件(Condition)节点:叶子结点,根据条件的比较结果,返回成功或失败。

      5)动作(Action)节点:叶子结点,根据动作结果返回成功,失败,或运行。

      6)等待(Wait)节点:叶子节点,当指定的时间过去后返回成功。

      7)循环(Loop)节点:叶子节点,循环执行子节点到指定次数后返回成功,如果循环次数为-1,则无限循环。

   比如我们要实现这个行为:如果碰到主角,打招呼;否则,睡觉。 

   

 

2. 通过Json建立行为树

   输入使用Json格式。从结构上看,所有的数据最终都可以分解成三种类型:

      1)标量(scalar):也就是一个单独的字符串或数字。

      2)序列(sequence):也就是若干个相关的数据按照一定顺序并列在一起,又叫做数组(array)或列表(List)。

      3)映射(mapping):也就是一个名/值对(Name/value),即数据有一个名称,还有一个与之相对应的值,这又称作散列(hash)或字典(dictionary)。

   Json的书写规则如下:

      1) 并列的数据之间用逗号(",")分隔。

      2) 映射用冒号(":")表示。

      3) 并列数据的集合(数组)用方括号("[]")表示。

      4) 映射的集合(对象)用大括号("{}")表示。

   下面举一个由输入Json来构建行为树的例子,执行效果是车辆先播放音乐,然后右转,然后停下来。

          

 

3. 生成结点的工厂类实现

class BtNodeFactory 
{
public:
    virtual ~BtNodeFactory() {}
    virtual BtNode* CreateNode() = 0;
 
public:
    static BtNode* CreateNode(json_t *btJson) 
    {
        const char *key;
        json_t *value;
        std::string nodeType;
        json_object_foreach(btJson, key, value) 
        {
            if (strncmp(key, "type", 2) == 0 && json_is_string(value)) 
            {
                nodeType = json_string_value(value);
                break;
            }
        }
        std::map<std::string, BtNodeFactory*> *factoriesMap = BtNodeFactory::GetNodeFactoriesMap_();
        std::map<std::string, BtNodeFactory*>::iterator it = factoriesMap->find(nodeType);
        if (it == factoriesMap->end()) return NULL; // Not registered         
        BtNode *node = it->second->CreateNode();
        if (node) 
        {
            if(node->Load(btJson)) return node;
            else delete node;
        }
        return NULL;
    }
      
protected:
    static std::map<std::string, BtNodeFactory*> *GetNodeFactoriesMap_()
    {
        static std::map<std::string, BtNodeFactory*> factoriesMap;
        return &factoriesMap;
    }
};
  
template <class NodeClass>
class BtNodeFactoryTemplate : public BtNodeFactory 
{
public:
    virtual BtNode* CreateNode() { return new NodeClass(); }
    BtNodeFactoryTemplate(const std::string type) { (*BtNodeFactory::GetNodeFactoriesMap_())[type] = this; }
};
  
#define REGISTER_BT_NODE(_class_, __type__) static const BtNodeFactoryTemplate<_class_> _nodeFactory##_class_(__type__);

  

4. 所有结点的基础类型(抽象接口)实现

   1)btNode.h代码

class BtNode
{
public:
    // Enumerates the states every node can be in after execution during a particular time step:
    // - "Idle"    indicates that the node hasn't run yet.
    // - "Running" indicates that the node has successfully moved forward during this time step, but the task is not yet complete;
    // - "Success" indicates that the node has completed running during this time step;
    // - "Failure" indicates that the node has determined it will not be able to complete its task;
    // - "Halted"  indicates that the node has been halted by its father.
    enum NodeState { Idle, Running, Success, Failure, Halted, Exit };
  
public:
    BtNode(std::string const& type) : parent(NULL), name_("null"), _type(type), _state(Idle) {}
    virtual ~BtNode() { _state = BtNode::Exit; }
  
public:
    // Load or Dump Behavior Tree
    virtual bool Load(json_t *btJson);
    virtual json_t *Dump();
  
    NodeState Play(BtBlackBoard& blackBoard);
    NodeState Halt(BtBlackBoard& blackBoard);
    NodeState Stop(BtBlackBoard& blackBoard);
  
    // The method that retrive the state of the node
    NodeState GetNodeState() { return _state; }
      
    BtNode *parent;
      
protected:
    virtual NodeState OnStart_(BtBlackBoard& blackBoard) = 0;
    virtual NodeState OnPause_(BtBlackBoard& blackBoard) = 0;
    virtual NodeState OnResume_(BtBlackBoard& blackBoard) = 0;
    virtual NodeState OnStop_(BtBlackBoard& blackBoard) = 0;

    std::string name_;
      
private:
    std::string _type;
    NodeState _state;
};

  2)btNode.cpp代码

       Play、Halt、Stop代码进行了状态判断,比如只有当开始状态是Idle时,才能执行OnStart_。

bool BtNode::Load(json_t *btJson)
{
    if(json_is_object(btJson) == false) return false;
    const char *key;
    json_t *value;
    json_object_foreach(btJson, key, value) 
    {
        if(strncmp(key, "type", 2) == 0 && json_is_string(value)) 
            if (strcmp(json_string_value(value), _type.c_str())) // 类型对不上
                return false;
        else if(strncmp(key, "name", 2) == 0 && json_is_string(value)) 
            name_ = json_string_value(value);
    }
    return true;
}
  
json_t *BtNode::Dump()
{
    json_t *btJson = json_object();
    if (btJson) 
    {
        json_object_set_new(btJson, "type", json_string(_type.c_str()));
        json_object_set_new(btJson, "name", json_string(name_.c_str()));
          
        std::string stateString = "Error Value";
        const char* stateStringList_[] = {"Idle", "Running", "Success", "Failure", "Halted", "Exit"};
        if (_state >= BtNode::Idle && _state <= BtNode::Exit) 
            stateString = stateStringList_[_state];
        json_object_set_new(btJson, "[state]", json_string(stateString.c_str()));
    }
    return btJson;
}
  
BtNode::NodeState BtNode::Play(BtBlackBoard& blackBoard)
{
    if (_state == BtNode::Running || _state == BtNode::Halted) 
        _state = OnResume_(blackBoard);
    else if (_state == BtNode::Idle) 
        _state = OnStart_(blackBoard);
    return _state;
}
  
BtNode::NodeState BtNode::Halt(BtBlackBoard& blackBoard)
{
    if (_state == BtNode::Running) 
        _state = OnPause_(blackBoard);
    return _state;
}
  
BtNode::NodeState BtNode::Stop(BtBlackBoard& blackBoard)
{
    if (_state == BtNode::Running || _state == BtNode::Halted || _state == BtNode::Success || _state == BtNode::Failure) 
        _state = OnStop_(blackBoard);
    return _state;
} 

 

5. 组合结点的基础类型实现

   继承BtNode,是组合结点类型的基类,如parallel、selector、sequence等需要继承这个类,而叶子结点类型只需要继承BtNode类。

   1)BtGroupNode.h代码

class BtGroupNode : public BtNode
{
public:
    // Enumerates the options for when a parallel node is considered to have failed:
    // - "FailOnOne" indicates that the node will return failure as soon as one of its children fails;
    // - "FailOnAll" indicates that all of the node's children must fail before it returns failure.
    enum FailurePolicy {FailOnOne, FailOnAll};
 
    // Enumerates the options for when a parallel node is considered to have succeeded:
    // - "SucceedOnOne" indicates that the node will return success as soon as one of its children succeeds;
    // - "SucceedOnAll" indicates that all of the node's children must succeed before it returns success.
    enum SuccessPolicy {SucceedOnOne, SucceedOnAll};
 
public:
    BtGroupNode(std::string const& type);
    virtual ~BtGroupNode();
 
public:
    // Load or Dump Behavior Tree
    virtual bool Load(json_t *btJson);
    virtual json_t *Dump();
     
protected:
    std::vector<BtNode *> childNodes_;
    SuccessPolicy successPolicy_;
    FailurePolicy failurePolicy_;
};

   2)BtGroupNode.cpp代码

BtGroupNode::BtGroupNode(std::string const& type)
    : BtNode(type)
    , successPolicy_(SucceedOnAll)
    , failurePolicy_(FailOnAll)
{
}
 
BtGroupNode::~BtGroupNode()
{
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); iter++) 
    {
        if (*iter) 
            delete (*iter);
    }
    childNodes_.clear();
}
 
bool BtGroupNode::Load(json_t *btJson)
{
    if(BtNode::Load(btJson) == false) return false; 
    const char *key;
    json_t *value;
    json_object_foreach(btJson, key, value) 
    {
        if(strncmp(key, "behaviors", 2) == 0 && json_is_array(value)) 
        {
            unsigned int index;
            json_t *child;
            json_array_foreach(value, index, child) 
            {
                BtNode *node = BtNodeFactory::CreateNode(child);
                if (node) 
                {
                    childNodes_.push_back(node);
                    node->parent = this;
                }
            }
        }
        else if(strncmp(key, "successPolicy", 2) == 0 && json_is_string(value)) 
        {
            std::string valueString = json_string_value(value);
            if (valueString == "SucceedOnOne") 
                successPolicy_ = SucceedOnOne;
        }
        else if(strncmp(key, "failurePolicy", 2) == 0 && json_is_string(value)) 
        {
            std::string valueString = json_string_value(value);
            if (valueString == "FailOnAll") 
                failurePolicy_ = FailOnAll;
        }
    }
    return true;
}
 
json_t* BtGroupNode::Dump()
{
    json_t *btJson = BtNode::Dump();
    if (btJson == NULL) 
        return NULL; 
    json_object_set_new(btJson, "successPolicy", json_string(successPolicy_ == SucceedOnOne ? "SucceedOnOne" : "SucceedOnAll"));
    json_object_set_new(btJson, "failurePolicy", json_string(failurePolicy_ == FailOnAll ? "FailOnAll" : "FailOnOne"));
    json_t *childrenJson = json_array();
    if (childrenJson) 
    {
        std::vector<BtNode *>::iterator iter;
        for (iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
        {
            if (*iter) 
            {
                json_t *childJson = (*iter)->Dump();
                json_array_append_new(childrenJson, childJson);
            }
        }
        json_object_set_new(btJson, "children", childrenJson);
    }
    return btJson;
}

  

 6. parallel并行节点类实现

   1)BtParallelNode.h代码

class BtParallelNode : public BtGroupNode
{
public:
    BtParallelNode() : BtGroupNode(NODE_TYPE) {};
    ~BtParallelNode() {};
    
protected:
    virtual NodeState OnStart_(BtBlackBoard& blackBoard);
    virtual NodeState OnPause_(BtBlackBoard& blackBoard);
    virtual NodeState OnResume_(BtBlackBoard& blackBoard);
    virtual NodeState OnStop_(BtBlackBoard& blackBoard);
};

   2)BtParallelNode.cpp代码

// from Idle to Running, Success, Failure
BtNode::NodeState BtParallelNode::OnStart_(BtBlackBoard& blackBoard)
{
    unsigned int failureCount = successCount = 0;
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
    {
        BtNode::NodeState result = (*iter)->Play(blackBoard);
        if (result == Running)
            continue;
        if(result == BtNode::Success) 
            successCount++;
        else if(result == BtNode::Failure) 
            failureCount++;
    }
    if(failurePolicy_ == FailOnOne && failureCount) return BtNode::Failure;     // 孩子节点中存在 Failure 
    if(successPolicy_ == SucceedOnOne && successCount) return BtNode::Success;  // 孩子结点中存在 Success
    if(failurePolicy_ == FailOnAll && failureCount = childNodes_.size()) return BtNode::Failure;     // 孩子节点全部 Failure 
    if(successPolicy_ == SucceedOnAll && successCount = childNodes_.size()) return BtNode::Success;  // 孩子结点全部 Success
    if((failureCount + successCount) == childNodes_.size()) return BtNode::Failure;
    return BtNode::Running;    // 孩子结点全部都是 Running 状态
}

// from Halt, Running to Running, Success, Failure
BtNode::NodeState BtParallelNode::OnResume_(BtBlackBoard& blackBoard)
{
    unsigned int failureCount = successCount = 0;
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
    {
        BtNode::NodeState result = (*iter)->Play(blackBoard);
        if (result == Running)
            continue;
        if(result == BtNode::Success) 
            successCount++;
        else if(result == BtNode::Failure) 
            failureCount++;
    }
    if(failurePolicy_ == FailOnOne && failureCount) return BtNode::Failure;     // 孩子节点中存在 Failure 
    if(successPolicy_ == SucceedOnOne && successCount) return BtNode::Success;  // 孩子结点中存在 Success
    if(failurePolicy_ == FailOnAll && failureCount = childNodes_.size()) return BtNode::Failure;     // 孩子节点全部 Failure 
    if(successPolicy_ == SucceedOnAll && successCount = childNodes_.size()) return BtNode::Success;  // 孩子结点全部 Success
    if((failureCount + successCount) == childNodes_.size()) return BtNode::Failure;
    return BtNode::Running;    // 孩子结点全部都是 Running 状态
}

// from Running to Halt
BtNode::NodeState BtParallelNode::OnPause_(BtBlackBoard& blackBoard)
{
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
        (*iter)->Halt(blackBoard);
    return BtNode::Halted;
}

// from Success, Failure, Running, Halt to Idle
BtNode::NodeState BtParallelNode::OnStop_(BtBlackBoard& blackBoard)
{
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); iter++) 
        (*iter)->Stop(blackBoard);
    return BtNode::Idle;
}

 

7. sequence序列节点类实现

  1)BtSequenceNode.h代码

class BtSequenceNode : public BtGroupNode
{
public:
    BtSequenceNode() : BtGroupNode("sequence")
    ~BtSequenceNode() {}
    
protected:
    virtual NodeState OnStart_(BtBlackBoard& blackBoard);
    virtual NodeState OnPause_(BtBlackBoard& blackBoard);
    virtual NodeState OnResume_(BtBlackBoard& blackBoard);
    virtual NodeState OnStop_(BtBlackBoard& blackBoard);
    
};

    2)BtSequenceNode.cpp代码

// from Idle to Running, Success, Failure
BtNode::NodeState BtSequenceNode::OnStart_(BtBlackBoard& blackBoard)
{
    unsigned int failureCount = successCount = 0;
    std::vector<BtNode *>::iterator iter;
    for (iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
    {
        BtNode::NodeState result = (*iter)->Play(blackBoard);
        if (result == Running)
            return BtNode::Running;
        if (result == BtNode::Success) 
            successCount++;
        else if(result == BtNode::Failure) 
            failureCount++;
    }
    if(failurePolicy_ == FailOnOne && failureCount) return BtNode::Failure;     // 孩子节点中存在 Failure 
    if(successPolicy_ == SucceedOnOne && successCount) return BtNode::Success;  // 孩子结点中存在 Success
    if(failurePolicy_ == FailOnAll && failureCount = childNodes_.size()) return BtNode::Failure;     // 孩子节点全部 Failure 
    if(successPolicy_ == SucceedOnAll && successCount = childNodes_.size()) return BtNode::Success;  // 孩子结点全部 Success
    if((failureCount + successCount) == childNodes_.size()) return BtNode::Failure;
    return BtNode::Failure;
}

// from Halt, Running to Running, Success, Failure
BtNode::NodeState BtSequenceNode::OnResume_(BtBlackBoard& blackBoard)
{
    unsigned int failureCount = successCount = 0;
    std::vector<BtNode *>::iterator iter;
    for(iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
    {
        BtNode::NodeState result = (*iter)->Play(blackBoard);
        if(result == BtNode::Running)
            return result;
        if (result == Success) 
            successCount++;
        else if(result == BtNode::Failure) 
            failureCount++;
    }
    if(failurePolicy_ == FailOnOne && failureCount) return BtNode::Failure;     // 孩子节点中存在 Failure 
    if(successPolicy_ == SucceedOnOne && successCount) return BtNode::Success;  // 孩子结点中存在 Success
    if(failurePolicy_ == FailOnAll && failureCount = childNodes_.size()) return BtNode::Failure;     // 孩子节点全部 Failure 
    if(successPolicy_ == SucceedOnAll && successCount = childNodes_.size()) return BtNode::Success;  // 孩子结点全部 Success
    if((failureCount + successCount) == childNodes_.size()) return BtNode::Failure;
    return BtNode::Failure;
}

// from Running to Halt
BtNode::NodeState BtSequenceNode::OnPause_(BtBlackBoard& blackBoard)
{
    std::vector<BtNode *>::iterator iter;
    for (iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
    {
        BtNode::NodeState state = (*iter)->GetNodeState();
        if (state == BtNode::Running)
            return (*iter)->Halt(blackBoard);
    }
    return BtNode::Failure;
}

// from Success, Failure, Running, Halt to Idle
BtNode::NodeState BtSequenceNode::OnStop_(BtBlackBoard& blackBoard)
{
    std::vector<BtNode *>::iterator iter;
    for (iter = childNodes_.begin(); iter != childNodes_.end(); ++iter) 
        (*iter)->Stop(blackBoard);
    return BtNode::Idle;
}

 

8. action动作节点类实现

   1)BtActionNode.h代码

class BtActionNode : public BtNode
{
public:
    class IPlayer 
    {
    public:
        typedef enum
        {
            STATE_UNKNOWN = 0,
            STATE_STOP = 1,
            STATE_PLAY = 2,
            STATE_PAUSE = 3
        }PlayerStatus;
          
        IPlayer() {}
        virtual ~IPlayer() {}
        virtual bool Play(std::string const& actionName, float duration) = 0;
        virtual bool Pause(std::string const& actionName) = 0;
        virtual bool Resume(std::string const& actionName) = 0;
        virtual bool Stop(std::string const& actionName) = 0;
        virtual bool GetStatus(std::string const &action, PlayerStatus &status) = 0;
    };
  
public:
    BtActionNode() : BtNode("action"), _duration(0)
    ~BtActionNode();
  
public:
    // Load or Dump Behavior Tree
    virtual bool Load(json_t *btJson);
    virtual json_t *Dump();
  
protected:
    virtual NodeState OnStart_(BtBlackBoard& blackBoard);
    virtual NodeState OnPause_(BtBlackBoard& blackBoard);
    virtual NodeState OnResume_(BtBlackBoard& blackBoard);
    virtual NodeState OnStop_(BtBlackBoard& blackBoard);
  
private:
    std::string _action;
    float _duration;
};

   2)BtActionNode.cpp代码

bool BtActionNode::Load(json_t *btJson)
{
    if (BtNode::Load(btJson) == false) return false; 
    const char *key;
    json_t *value;
    json_object_foreach(btJson, key, value) 
    {
        if (strncmp(key, "duration", 2) == 0 && json_is_number(value)) 
            _duration = json_number_value(value) * 1000;
        else if (strncmp(key, "action", 2) == 0 && json_is_string(value)) 
            _action = json_string_value(value);
    }
    return true;
}
  
json_t *BtActionNode::Dump()
{
    json_t *btJson = BtNode::Dump();
    if (btJson) 
    {
        json_object_set_new(btJson, "action", json_string(_action.c_str()));
        json_object_set_new(btJson, "duration", json_integer(_duration));
    }
    return btJson;
}
  
BtNode::NodeState BtActionNode::OnStart_(BtBlackBoard& blackBoard)
{
    IPlayer *player = NULL;
    if (blackBoard.GetValue("Action", player) && player) 
        return player->Play(_action, _duration) ? BtNode::Running : BtNode::Failure;
    return BtNode::Failure;
}
  
BtNode::NodeState BtActionNode::OnPause_(BtBlackBoard& blackBoard)
{
    IPlayer *player = NULL;
    if (blackBoard.GetValue("Action", player) && player) 
        return player->Pause(_action) ? BtNode::Halted : BtNode::Failure;
    return BtNode::Failure;
}
  
BtNode::NodeState BtActionNode::OnResume_(BtBlackBoard& blackBoard)
{
    IPlayer *player = NULL;
    if (blackBoard.GetValue("Action", player) && player) 
        return player->Resume(_action) ? BtNode::Running : BtNode::Failure;
    return BtNode::Failure;
}
  
BtNode::NodeState BtActionNode::OnStop_(BtBlackBoard& blackBoard)
{
    IPlayer *player = NULL;
    if (blackBoard.GetValue("Action", player) && player) 
        return player->Stop(_action) ? BtNode::Idle : BtNode::Failure;
    return BtNode::Failure;
}

 

  

posted @ 2020-05-20 17:11  _yanghh  阅读(201)  评论(0编辑  收藏  举报