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behavior3go's Issues

decorators包bug

Repeater,RepeatUntilFailure,RepeatUntilSuccess支持-1无限循环的,但是在Initialize的时候,maxloop直接就panic了

RepeatUntilSuccess节点不能设置MaxLoop为-1

看代码逻辑RepeatUntilSuccess节点的MaxLoop如果为-1, 那么就是一直循环直到Success
但是RepeatUntilSuccess的初始化代理里有判断maxLoop不能小于1
这里应该不需要这样的判断吧?

func (this *RepeatUntilSuccess) Initialize(setting *BTNodeCfg) {
	this.Decorator.Initialize(setting)
	this.maxLoop = setting.GetPropertyAsInt("maxLoop")
	if this.maxLoop < 1 {
		panic("maxLoop parameter in MaxTime decorator is an obligatory parameter")
	}
}

准备加个并行的composites, 但Blackboard.go 这里好像会有map并发问题

我想通过Blackboard 来保存失败的信息

type Memory struct {
	_memory map[string]interface{}
}

func NewMemory() *Memory {
	return &Memory{make(map[string]interface{})}
}

func (this *Memory) Get(key string) interface{} {
	return this._memory[key]
}
func (this *Memory) Set(key string, val interface{}) {
	this._memory[key] = val
}

需要的话, 我可以pr一个

一直显示Starting Application ... Have Fun

之前运行过这个桌面版编辑器,没问题。后来不知道怎么操作,打开后一直显示”Starting Application ... Have Fun”卡住不动。直接打开网页版也是如此,想请教是什么原因?

行为树黑板中保存的是map集合或者切片的时候,在黑板中Set或Get时出现错误

摘要

在行为树黑板中Set一个map,然后后面程序去修改map中的值,但是不往黑板中设置,然后接着在行为树中去Get黑板中的值,此时获取的map是程序修改之后的值。

复现步骤

  1. 创建一个map集合
mp:=make(map[int]int)
  1. map集合赋值
mp[0]=1
mp[1]=2
mp[2]=3
  1. 然后设置到黑板中
tick.Blackboard.Set(key.NowLockAddrs, mp, "", "")
  1. 然后在map集合中添加或者删除修改值。
mp[3]=4
  1. 此时再去从黑板中获取该值
getValue := tick.Blackboard.Get(key.NowLockAddrs, event.BlackboardScopeScu, "")
mp := getValue.(map[int]int)
fmt.Println(mp)
  1. 然后从黑板中获取的值为:
[0:1,1:2,2:3,3:4]

当前代码的错误行为

修改完map之后,没有将修改之后的值Set到黑板中,但是在Get黑板中该键对应的值的时候获取到修改后的map

期望的正确行为

对map集合和切片这种数据设置到黑板中之后,如果在从黑板中Get的数据之前,对该map进行增删改的操作,在从黑板中Get的值仍是在黑板中Set的值,而不是修改map中的值之后不在黑板中Set也能获取到map修改后的值。

调用相同SubTree会导致SubTree的黑板互相覆盖

A调用B1,B2,B1,B2因为是相同的节点名,会互相覆盖相同节点的黑板值。
计划在初始化时候,展开所有子树,同事改子树的所有节点ID,然后生成的A就是一个完全展开的A大树,运行时没有子树的概念

建议Tick的创建使用pool

Tick的创建非常频繁,建议NewTick中使用对象池

func (this *BehaviorTree) Tick(target interface{}, blackboard *Blackboard) b3.Status {
	if blackboard == nil {
		panic("The blackboard parameter is obligatory and must be an instance of b3.Blackboard")
	}

	/* CREATE A TICK OBJECT */
	var tick = NewTick() //每次tick即调用一次NewTick()
	tick.debug = this.debug
	tick.target = target
	tick.Blackboard = blackboard
	tick.tree = this

	/* TICK NODE */
	var state = this.root._execute(tick)

	/* CLOSE NODES FROM LAST TICK, IF NEEDED */
	var lastOpenNodes = blackboard._getTreeData(this.id).OpenNodes
	var currOpenNodes []IBaseNode
	currOpenNodes = append(currOpenNodes, tick._openNodes...)

	// does not close if it is still open in this tick
	var start = 0
	for i := 0; i < b3.MinInt(len(lastOpenNodes), len(currOpenNodes)); i++ {
		start = i + 1
		if lastOpenNodes[i] != currOpenNodes[i] {
			break
		}
	}

	// close the nodes
	for i := len(lastOpenNodes) - 1; i >= start; i-- {
		lastOpenNodes[i]._close(tick)
	}

	/* POPULATE BLACKBOARD */
	blackboard._getTreeData(this.id).OpenNodes = currOpenNodes
	blackboard.SetTree("nodeCount", tick._nodeCount, this.id)

	return state
}
func NewTick() *Tick {
	tick := &Tick{} //此处建议用pool
	tick.Initialize()
	return tick
}

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