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DarkNights.cpp
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#include <ros/ros.h>
#include <memory>
#include "behavior_tree/behavior_tree.h"
#include "behavior_tree/behavior_node.h"
#include "behavior_tree/behavior_state.h"
#include "aurora/back_boot_area_behavior.h"
#include "aurora/chase_behavior.h"
#include "aurora/chassis_limited_behavior.h"
#include "aurora/defend_behavior.h"
#include "aurora/escape_behavior.h"
#include "aurora/follow_behavior.h"
#include "aurora/frozen_behavior.h"
#include "aurora/gain_blood_behavior.h"
#include "aurora/gain_bullets_behavior.h"
#include "aurora/get_supply_behavior.h"
#include "aurora/gimbal_limited_behavior.h"
#include "aurora/hunt_master_behavior.h"
#include "aurora/hunt_slave_behavior.h"
#include "aurora/line_iterator.h"
#include "aurora/search_behavior.h"
#include "aurora/shoot_behavior.h"
#include "aurora/turn_defend_behavior.h"
int main(int argc, char **argv)
{
ros::init(argc, argv, "decision_node");
ros::Time::init();
std::string config_file_path = ros::package::getPath("roborts_decision") + "/config/decision.prototxt";
auto blackboard_ptr = std::make_shared<roborts_decision::Blackboard>(config_file_path);
auto goal_factory = std::make_shared<roborts_decision::GoalFactory>(blackboard_ptr);
// The ActionNode
auto back_boot_area_behavior = std::make_shared<roborts_decision::BackBootArea>(blackboard_ptr, goal_factory);
auto chase_behavior = std::make_shared<roborts_decision::ChaseAction>(blackboard_ptr, goal_factory);
auto chassis_limited_behavior = std::make_shared<roborts_decision::ChassisLimited>(blackboard_ptr, goal_factory);
auto defend_behavior = std::make_shared<roborts_decision::DefendAction>(blackboard_ptr, goal_factory);
auto escape_behavior = std::make_shared<roborts_decision::EsCape>(blackboard_ptr, goal_factory);
auto follow_behavior = std::make_shared<roborts_decision::Follow>(blackboard_ptr, goal_factory);
auto frozen_behavior = std::make_shared<roborts_decision::FrozeAction>(blackboard_ptr, goal_factory);
auto gain_blood_behavior = std::make_shared<roborts_decision::GainBlood>(blackboard_ptr, goal_factory);
auto gain_bullets_behavior = std::make_shared<roborts_decision::GainBullets>(blackboard_ptr, goal_factory);
auto get_supply_behavior = std::make_shared<roborts_decision::GetSupplyBehavior>(blackboard_ptr, goal_factory);
auto gimbal_limited_behavior = std::make_shared<roborts_decision::GimbalLimited>(blackboard_ptr, goal_factory);
auto hunt_master_behavior = std::make_shared<roborts_decision::commandHuntAction>(blackboard_ptr, goal_factory);
auto hunt_slave_behavior = std::make_shared<roborts_decision::ExcuteHuntAction>(blackboard_ptr, goal_factory);
auto search_behavior = std::make_shared<roborts_decision::SearchAction>(blackboard_ptr, goal_factory);
auto shoot_behavior = std::make_shared<roborts_decision::ShootAction>(blackboard_ptr, goal_factory);
auto turn_defend_behavior = std::make_shared<roborts_decision::TurnDefend>(blackboard_ptr, goal_factory);
// the SelectorNode
auto game_status_selector = std::make_shared<roborts_decision::SelectorNode>("game_status_selector", blackboard_ptr);
auto game_start_selector = std::make_shared<roborts_decision::SelectorNode>("game_start_selector", blackboard_ptr);
auto under_punish_selector = std::make_shared<roborts_decision::SelectorNode>("under_punish_selector", blackboard_ptr);
auto buff_fresh_selector = std::make_shared<roborts_decision::SelectorNode>("buff_fresh_selector", blackboard_ptr);
auto enemy_lost_selector = std::make_shared<roborts_decision::SelectorNode>("enemy_lost_selector", blackboard_ptr);
auto enemy_distance_selector = std::make_shared<roborts_decision::SelectorNode>("enemy_distance_selector", blackboard_ptr);
auto master_selector = std::make_shared<roborts_decision::SelectorNode>("master_selector", blackboard_ptr);
auto client_action_selector = std::make_shared<roborts_decision::SelectorNode>("client_action_selector", blackboard_ptr);
auto master_action_selector = std::make_shared<roborts_decision::SelectorNode>("master_action_selector", blackboard_ptr);
// auto feedback_selector = std::make_shared<roborts_decision::SelectorNode>("master_action_selector", blackboard_ptr);
auto emergent_selector = std::make_shared<roborts_decision::SelectorNode>("emergent_selector", blackboard_ptr);
// the ConditionNode
auto game_not_start_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"game_not_start_condition", blackboard_ptr,
[&]()
{
return ((blackboard_ptr->game_status_ != 4) && (blackboard_ptr->game_status_ != 5));
},
roborts_decision::AbortType::BOTH);
auto game_over_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"game_over_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->game_status_ == 5);
},
roborts_decision::AbortType::BOTH);
auto game_start_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"game_start_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->game_status_ == 4);
},
roborts_decision::AbortType::BOTH);
auto under_punish_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"under_punish_condition", blackboard_ptr,
[&]()
{
return blackboard_ptr->if_punished_;
},
roborts_decision::AbortType::BOTH);
auto gimbal_punished_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"gimbal_pubnished_condition", blackboard_ptr,
[&]()
{
return blackboard_ptr->gimbal_punished_;
},
roborts_decision::AbortType::BOTH);
auto chassis_punished_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"chassis_pubnished_condition", blackboard_ptr,
[&]()
{
return blackboard_ptr->chassis_punished_;
},
roborts_decision::AbortType::BOTH);
auto gain_blood_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"gain_blood_condition", blackboard_ptr,
[&]()
{
return (!blackboard_ptr->IsBloodAdvantage() && blackboard_ptr->blood_active_ && ((blackboard_ptr->IsMoreBloodThanMate() || blackboard_ptr->IsMateDie())));
},
roborts_decision::AbortType::BOTH);
auto gain_bullet_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"gain_bullet_condition", blackboard_ptr,
[&]()
{
return (!blackboard_ptr->IsBulletAdvantage() && blackboard_ptr->bullet_active_ && ((blackboard_ptr->IsLessBulletThanMate() || blackboard_ptr->IsMateDie())));
},
roborts_decision::AbortType::BOTH);
auto near_buff_refresh_time_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"near_buff_refresh_time_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->IsNearRefresh());
},
roborts_decision::AbortType::BOTH);
auto is_near_buff_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"is_near_buff_condition_", blackboard_ptr,
[&]()
{
return (blackboard_ptr->IsAllBuffDistanceNear() && blackboard_ptr->IsNearRefreshTime());
},
roborts_decision::AbortType::BOTH);
auto blood_endangered_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"blood_endangered_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->remain_hp_ < 300);
},
roborts_decision::AbortType::BOTH);
auto bullets_endangered_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"bullets_endangered_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->remain_bullet_ == 0);
},
roborts_decision::AbortType::BOTH);
auto blood_loss_fast_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"blood_loss_fast_condition", blackboard_ptr,
[&]()
{
return blackboard_ptr->IsBloodLossFast();
},
roborts_decision::AbortType::BOTH);
auto enemy_lost_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"enemy_lost_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->sentry_lost && blackboard_ptr->is_shoot);
},
roborts_decision::AbortType::BOTH);
auto enemy_not_lost_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"enemy_not_lost_condition", blackboard_ptr,
[&]()
{
return (!(blackboard_ptr->sentry_lost && blackboard_ptr->is_shoot));
},
roborts_decision::AbortType::BOTH);
auto enemy_distance_near_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"enemy_distance_near_condition", blackboard_ptr,
[&]()
{
return (blackboard_ptr->is_shoot);
},
roborts_decision::AbortType::BOTH);
auto enemy_distance_far_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"enemy_distance_far_condition", blackboard_ptr,
[&]()
{
return (!blackboard_ptr->is_shoot);
},
roborts_decision::AbortType::BOTH);
auto connected_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"connected_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->is_connected;
},
roborts_decision::AbortType::BOTH);
auto ismaster_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"ismaster_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->is_master_;
},
roborts_decision::AbortType::BOTH);
auto isclient_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"isclient_condition_", blackboard_ptr,
[&]()
{
return !blackboard_ptr->is_master_;
},
roborts_decision::AbortType::BOTH);
auto command_search_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_search_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->sentry_lost && !blackboard_ptr->is_shoot;
},
roborts_decision::AbortType::BOTH);
auto command_hunt_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_hunt_condition_", blackboard_ptr,
[&]()
{
return !blackboard_ptr->sentry_lost;
},
roborts_decision::AbortType::BOTH);
auto command_gainblood_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_gainblood_condition_", blackboard_ptr,
[&]()
{
return (!blackboard_ptr->IsBloodAdvantage() && blackboard_ptr->blood_active_ && ((blackboard_ptr->IsMoreBloodThanMate() || blackboard_ptr->IsMateDie())));
},
roborts_decision::AbortType::BOTH);
auto command_gainbullet_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_gainbullet_condition_", blackboard_ptr,
[&]()
{
return (!blackboard_ptr->IsBulletAdvantage() && blackboard_ptr->bullet_active_ && ((blackboard_ptr->IsLessBulletThanMate() || blackboard_ptr->IsMateDie())));
},
roborts_decision::AbortType::BOTH);
auto excute_search_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_search_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 4;
},
roborts_decision::AbortType::BOTH);
auto excute_hunt_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_hunt_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 3;
},
roborts_decision::AbortType::BOTH);
auto excute_gainblood_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_gainblood_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 0;
},
roborts_decision::AbortType::BOTH);
auto excute_gainbullet_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_gainbullet_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 1;
},
roborts_decision::AbortType::BOTH);
// auto urgent_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
// "urgent_condition_", blackboard_ptr,
// [&]()
// {
// // FIXME
// return true;
// },
// roborts_decision::AbortType::BOTH);
// auto nonurgent_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
// "nonurgent_condition_", blackboard_ptr,
// [&]()
// {
// // FIXME
// return true;
// },
// roborts_decision::AbortType::BOTH);
// auto feedback_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
// "feedback_condition_", blackboard_ptr,
// [&]()
// {
// // FIXME
// return true;
// },
// roborts_decision::AbortType::BOTH);
auto command_escape_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_escape_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->remain_hp_ < 300;
},
roborts_decision::AbortType::BOTH);
auto command_defend_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"command_defend_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->remain_bullet_ == 0;
},
roborts_decision::AbortType::BOTH);
auto excute_escape_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_escape_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 5;
},
roborts_decision::AbortType::BOTH);
auto excute_defend_condition_ = std::make_shared<roborts_decision::PreconditionNode>(
"excute_defend_condition_", blackboard_ptr,
[&]()
{
return blackboard_ptr->command == 6;
},
roborts_decision::AbortType::BOTH);
/*——————————————————DARK KNIGHTS BEHAVIOR TREE ———————————————————*/
game_status_selector->AddChildren(game_not_start_condition_);
/****/ game_not_start_condition_->SetChild(frozen_behavior);
game_status_selector->AddChildren(game_over_condition_);
/****/ game_over_condition_->SetChild(back_boot_area_behavior);
game_status_selector->AddChildren(game_start_condition_);
/****/ game_start_condition_->SetChild(game_start_selector);
/********/ game_start_selector->AddChildren(under_punish_condition_);
/************/ under_punish_condition_->SetChild(under_punish_selector);
/****************/ under_punish_selector->AddChildren(gimbal_punished_condition_);
/********************/ gimbal_punished_condition_->SetChild(escape_behavior);
/****************/ under_punish_selector->AddChildren(chassis_punished_condition_);
/*******************/ chassis_punished_condition_->SetChild(frozen_behavior);
/********/ game_start_selector->AddChildren(connected_condition_);
/*************/ connected_condition_->SetChild(master_selector);
/*****************/ master_selector->AddChildren(ismaster_condition_);
/**********************/ ismaster_condition_->SetChild(master_action_selector);
/*************************/ master_action_selector->AddChildren(command_gainblood_condition_); // 0,取血行为
/*****************************/ command_gainblood_condition_->SetChild(gain_blood_behavior);
/*************************/ master_action_selector->AddChildren(command_gainbullet_condition_); // 1,取弹行为
/*****************************/ command_gainbullet_condition_->SetChild(gain_bullets_behavior);
/*************************/ master_action_selector->AddChildren(command_hunt_condition_); // 3,夹击行为
/*****************************/ command_hunt_condition_->SetChild(hunt_master_behavior);
/*************************/ master_action_selector->AddChildren(command_search_condition_); // 4,搜索行为
/*****************************/ command_search_condition_->SetChild(search_behavior);
/*************************/ master_action_selector->AddChildren(command_escape_condition_); // 5,逃跑行为
/*****************************/ command_gainblood_condition_->SetChild(escape_behavior);
/*************************/ master_action_selector->AddChildren(command_defend_condition_); // 6,防御行为
/*****************************/ command_gainbullet_condition_->SetChild(defend_behavior);
/****************/ master_selector->AddChildren(isclient_condition_);
/**********************/ isclient_condition_->SetChild(client_action_selector);
/*************************/ client_action_selector->AddChildren(excute_search_condition_);
/*****************************/ excute_search_condition_->SetChild(search_behavior);
/*************************/ client_action_selector->AddChildren(excute_hunt_condition_);
/*****************************/ excute_hunt_condition_->SetChild(hunt_slave_behavior);
/*************************/ client_action_selector->AddChildren(excute_gainblood_condition_);
/*****************************/ excute_gainblood_condition_->SetChild(get_supply_behavior);
/*************************/ client_action_selector->AddChildren(excute_gainbullet_condition_);
/*****************************/ excute_gainbullet_condition_->SetChild(get_supply_behavior);
/*************************/ client_action_selector->AddChildren(excute_escape_condition_);
/*****************************/ excute_gainblood_condition_->SetChild(escape_behavior);
/*************************/ client_action_selector->AddChildren(excute_defend_condition_);
/*****************************/ excute_gainbullet_condition_->SetChild(defend_behavior);
/********/ game_start_selector->AddChildren(near_buff_refresh_time_condition_);
/************/ near_buff_refresh_time_condition_->SetChild(buff_fresh_selector);
/****************/ buff_fresh_selector->AddChildren(gain_blood_condition_);
/********************/ gain_blood_condition_->SetChild(gain_blood_behavior);
/****************/ buff_fresh_selector->AddChildren(gain_bullet_condition_);
/********************/ gain_bullet_condition_->SetChild(gain_bullets_behavior);
/********/ game_start_selector->AddChildren(is_near_buff_condition_);
/************/ is_near_buff_condition_->SetChild(search_behavior);
/********/ game_start_selector->AddChildren(blood_loss_fast_condition_);
/************/ blood_loss_fast_condition_->SetChild(defend_behavior);
/********/ game_start_selector->AddChildren(blood_endangered_condition_);
/************/ blood_endangered_condition_->SetChild(escape_behavior);
/********/ game_start_selector->AddChildren(bullets_endangered_condition_);
/************/ bullets_endangered_condition_->SetChild(defend_behavior);
/********/ game_start_selector->AddChildren(enemy_lost_selector);
/************/ enemy_lost_selector->AddChildren(enemy_lost_condition_);
/****************/ enemy_lost_condition_->SetChild(search_behavior);
/************/ enemy_lost_selector->AddChildren(enemy_not_lost_condition_);
/****************/ enemy_not_lost_condition_->SetChild(enemy_distance_selector);
/********************/ enemy_distance_selector->AddChildren(enemy_distance_near_condition_);
/************************/ enemy_distance_near_condition_->SetChild(shoot_behavior);
/********************/ enemy_distance_selector->AddChildren(enemy_distance_far_condition_);
/*******凸(艹皿艹 )*******/ enemy_distance_far_condition_->SetChild(search_behavior);
ros::Rate rate(30);//这个可以改慢一点
roborts_decision::BehaviorTree root_(game_status_selector, 100);
while (ros::ok())
{
root_.Run();
ros::spinOnce();
rate.sleep();
}
return 0;
}