From 61f3d1159d64882f0c128734442e0995a6758953 Mon Sep 17 00:00:00 2001 From: Nikolas Howard Date: Fri, 19 May 2023 08:54:07 +0100 Subject: [PATCH 1/4] Repeat and Retry nodes use options.random in selecting iterations and attempts from min and max bounds --- dist/RootAstNodesBuilder.d.ts | 17 +++- dist/bundle.js | 156 ++++++++++++++++++------------- dist/bundle.js.map | 4 +- dist/index.js | 156 ++++++++++++++++++------------- dist/index.js.map | 4 +- dist/nodes/decorator/Repeat.d.ts | 11 ++- dist/nodes/decorator/Retry.d.ts | 31 +++--- dist/nodes/leaf/Wait.d.ts | 2 +- src/RootAstNodesBuilder.ts | 145 ++++++++++++++++------------ src/nodes/decorator/Repeat.ts | 46 +++++---- src/nodes/decorator/Retry.ts | 100 +++++++++++--------- src/nodes/leaf/Wait.ts | 4 +- 12 files changed, 396 insertions(+), 280 deletions(-) diff --git a/dist/RootAstNodesBuilder.d.ts b/dist/RootAstNodesBuilder.d.ts index d6973c6..23c835b 100644 --- a/dist/RootAstNodesBuilder.d.ts +++ b/dist/RootAstNodesBuilder.d.ts @@ -66,10 +66,17 @@ export type RootAstNode = DecoratorAstNode & { type: "root"; name: null | string; }; -export type IterableAstNode = DecoratorAstNode & { - type: "repeat" | "retry"; - iterations: null | number; - maximumIterations: null | number; +export type RepeatAstNode = DecoratorAstNode & { + type: "repeat"; + iterations: number | null; + iterationsMin: number | null; + iterationsMax: number | null; +}; +export type RetryAstNode = DecoratorAstNode & { + type: "retry"; + attempts: number | null; + attemptsMin: number | null; + attemptsMax: number | null; }; export type ActionAstNode = LeafAstNode & { type: "action"; @@ -87,7 +94,7 @@ export type WaitAstNode = LeafAstNode & { durationMin: number | null; durationMax: number | null; }; -export type AnyAstNode = BranchAstNode | CompositeAstNode | LottoAstNode | DecoratorAstNode | RootAstNode | IterableAstNode | LeafAstNode | ActionAstNode | ConditionAstNode | WaitAstNode; +export type AnyAstNode = BranchAstNode | CompositeAstNode | LottoAstNode | DecoratorAstNode | RootAstNode | RepeatAstNode | RetryAstNode | LeafAstNode | ActionAstNode | ConditionAstNode | WaitAstNode; /** * Create an array of root AST nodes based on the given definition. * @param definition The definition to parse the AST nodes from. diff --git a/dist/bundle.js b/dist/bundle.js index 9ee6013..a16dc6a 100644 --- a/dist/bundle.js +++ b/dist/bundle.js @@ -582,17 +582,19 @@ var mistreevous = (() => { // src/nodes/decorator/Repeat.ts var Repeat = class extends Decorator { - constructor(attributes, iterations, maximumIterations, child) { + constructor(attributes, iterations, iterationsMin, iterationsMax, child) { super("repeat", attributes, child); this.iterations = iterations; - this.maximumIterations = maximumIterations; + this.iterationsMin = iterationsMin; + this.iterationsMax = iterationsMax; } targetIterationCount = null; currentIterationCount = 0; onUpdate(agent, options) { if (this.is("mistreevous.ready" /* READY */)) { this.child.reset(); - this.setTargetIterationCount(); + this.currentIterationCount = 0; + this.setTargetIterationCount(options); } if (this.canIterate()) { this.setState("mistreevous.running" /* RUNNING */); @@ -612,9 +614,12 @@ var mistreevous = (() => { } getName = () => { if (this.iterations !== null) { - return `REPEAT ${this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x"}`; + return `REPEAT ${this.iterations}x`; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`; + } else { + return "REPEAT"; } - return "REPEAT"; }; reset = () => { this.setState("mistreevous.ready" /* READY */); @@ -627,9 +632,14 @@ var mistreevous = (() => { } return true; }; - setTargetIterationCount = () => { - if (typeof this.iterations === "number") { - this.targetIterationCount = typeof this.maximumIterations === "number" ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) : this.iterations; + setTargetIterationCount = (options) => { + if (this.iterations !== null) { + this.targetIterationCount = this.iterations; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + const random = typeof options.random === "function" ? options.random : Math.random; + this.targetIterationCount = Math.floor( + random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin + ); } else { this.targetIterationCount = null; } @@ -638,19 +648,21 @@ var mistreevous = (() => { // src/nodes/decorator/Retry.ts var Retry = class extends Decorator { - constructor(attributes, iterations, maximumIterations, child) { + constructor(attributes, attempts, attemptsMin, attemptsMax, child) { super("retry", attributes, child); - this.iterations = iterations; - this.maximumIterations = maximumIterations; + this.attempts = attempts; + this.attemptsMin = attemptsMin; + this.attemptsMax = attemptsMax; } - targetIterationCount = null; - currentIterationCount = 0; + targetAttemptCount = null; + currentAttemptCount = 0; onUpdate(agent, options) { if (this.is("mistreevous.ready" /* READY */)) { this.child.reset(); - this.setTargetIterationCount(); + this.currentAttemptCount = 0; + this.setTargetAttemptCount(options); } - if (this.canIterate()) { + if (this.canAttempt()) { this.setState("mistreevous.running" /* RUNNING */); if (this.child.getState() === "mistreevous.failed" /* FAILED */) { this.child.reset(); @@ -660,34 +672,42 @@ var mistreevous = (() => { this.setState("mistreevous.succeeded" /* SUCCEEDED */); return; } else if (this.child.getState() === "mistreevous.failed" /* FAILED */) { - this.currentIterationCount += 1; + this.currentAttemptCount += 1; } } else { this.setState("mistreevous.failed" /* FAILED */); } } getName = () => { - if (this.iterations !== null) { - return `RETRY ${this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x"}`; + if (this.attempts !== null) { + return `RETRY ${this.attempts}x`; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`; + } else { + return "RETRY"; } - return "RETRY"; }; reset = () => { this.setState("mistreevous.ready" /* READY */); - this.currentIterationCount = 0; + this.currentAttemptCount = 0; this.child.reset(); }; - canIterate = () => { - if (this.targetIterationCount !== null) { - return this.currentIterationCount < this.targetIterationCount; + canAttempt = () => { + if (this.targetAttemptCount !== null) { + return this.currentAttemptCount < this.targetAttemptCount; } return true; }; - setTargetIterationCount = () => { - if (typeof this.iterations === "number") { - this.targetIterationCount = typeof this.maximumIterations === "number" ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) : this.iterations; + setTargetAttemptCount = (options) => { + if (this.attempts !== null) { + this.targetAttemptCount = this.attempts; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + const random = typeof options.random === "function" ? options.random : Math.random; + this.targetAttemptCount = Math.floor( + random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin + ); } else { - this.targetIterationCount = null; + this.targetAttemptCount = null; } }; }; @@ -1161,31 +1181,37 @@ var mistreevous = (() => { type: "repeat", attributes: [], iterations: null, - maximumIterations: null, + iterationsMin: null, + iterationsMax: null, children: [], validate() { if (this.children.length !== 1) { throw new Error("a repeat node must have a single child"); } - if (this.iterations !== null && this.iterations < 0) { - throw new Error("a repeat node must have a positive number of iterations if defined"); - } - if (this.maximumIterations !== null) { - if (this.maximumIterations < 0) { - throw new Error("a repeat node must have a positive maximum iterations count if defined"); + if (this.iterations !== null) { + if (this.iterations < 0) { + throw new Error("a repeat node must have a positive number of iterations if defined"); + } + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + if (this.iterationsMin < 0 || this.iterationsMax < 0) { + throw new Error( + "a repeat node must have a positive minimum and maximum iteration count if defined" + ); } - if (this.iterations > this.maximumIterations) { + if (this.iterationsMin > this.iterationsMax) { throw new Error( - "a repeat node must not have an iteration count that exceeds the maximum iteration count" + "a repeat node must not have a minimum iteration count that exceeds the maximum iteration count" ); } + } else { } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Repeat( this.attributes, this.iterations, - this.maximumIterations, + this.iterationsMin, + this.iterationsMax, this.children[0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } @@ -1193,32 +1219,36 @@ var mistreevous = (() => { RETRY: () => ({ type: "retry", attributes: [], - iterations: null, - maximumIterations: null, + attempts: null, + attemptsMin: null, + attemptsMax: null, children: [], validate() { if (this.children.length !== 1) { throw new Error("a retry node must have a single child"); } - if (this.iterations !== null && this.iterations < 0) { - throw new Error("a retry node must have a positive number of iterations if defined"); - } - if (this.maximumIterations !== null) { - if (this.maximumIterations < 0) { - throw new Error("a retry node must have a positive maximum iterations count if defined"); + if (this.attempts !== null) { + if (this.attempts < 0) { + throw new Error("a retry node must have a positive number of attempts if defined"); + } + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + if (this.attemptsMin < 0 || this.attemptsMax < 0) { + throw new Error("a retry node must have a positive minimum and maximum attempt count if defined"); } - if (this.iterations > this.maximumIterations) { + if (this.attemptsMin > this.attemptsMax) { throw new Error( - "a retry node must not have an iteration count that exceeds the maximum iteration count" + "a retry node must not have a minimum attempt count that exceeds the maximum attempt count" ); } + } else { } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Retry( this.attributes, - this.iterations, - this.maximumIterations, + this.attempts, + this.attemptsMin, + this.attemptsMax, this.children[0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } @@ -1475,17 +1505,17 @@ var mistreevous = (() => { const node = ASTNodeFactories.REPEAT(); currentScope.push(node); if (tokens[0] === "[") { - const iterationArguments = getArguments( + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, "repeat node iteration counts must be integer values" ).map((argument) => argument.value); - if (iterationArguments.length === 1) { - node.iterations = iterationArguments[0]; - } else if (iterationArguments.length === 2) { - node.iterations = iterationArguments[0]; - node.maximumIterations = iterationArguments[1]; + if (nodeArguments.length === 1) { + node.iterations = nodeArguments[0]; + } else if (nodeArguments.length === 2) { + node.iterationsMin = nodeArguments[0]; + node.iterationsMax = nodeArguments[1]; } else { throw new Error("invalid number of repeat node iteration count arguments defined"); } @@ -1499,19 +1529,19 @@ var mistreevous = (() => { const node = ASTNodeFactories.RETRY(); currentScope.push(node); if (tokens[0] === "[") { - const iterationArguments = getArguments( + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, - "retry node iteration counts must be integer values" + "retry node attempt counts must be integer values" ).map((argument) => argument.value); - if (iterationArguments.length === 1) { - node.iterations = iterationArguments[0]; - } else if (iterationArguments.length === 2) { - node.iterations = iterationArguments[0]; - node.maximumIterations = iterationArguments[1]; + if (nodeArguments.length === 1) { + node.attempts = nodeArguments[0]; + } else if (nodeArguments.length === 2) { + node.attemptsMin = nodeArguments[0]; + node.attemptsMax = nodeArguments[1]; } else { - throw new Error("invalid number of retry node iteration count arguments defined"); + throw new Error("invalid number of retry node attempt count arguments defined"); } } node.attributes = getAttributes(tokens, placeholders); diff --git a/dist/bundle.js.map b/dist/bundle.js.map index 788cf5e..fb95ac0 100644 --- a/dist/bundle.js.map +++ b/dist/bundle.js.map @@ -1,7 +1,7 @@ { "version": 3, "sources": ["../node_modules/lotto-draw/dist/Participant.js", "../node_modules/lotto-draw/dist/Utilities.js", "../node_modules/lotto-draw/dist/Lotto.js", "../node_modules/lotto-draw/dist/createLotto.js", "../node_modules/lotto-draw/dist/index.js", "../src/index.ts", "../src/attributes/guards/GuardUnsatisifedException.ts", "../src/attributes/guards/GuardPath.ts", "../src/State.ts", "../src/nodes/Node.ts", "../src/nodes/leaf/Leaf.ts", "../src/Lookup.ts", "../src/nodes/leaf/Action.ts", "../src/nodes/leaf/Condition.ts", "../src/nodes/leaf/Wait.ts", "../src/nodes/decorator/Decorator.ts", "../src/nodes/decorator/Root.ts", "../src/nodes/decorator/Repeat.ts", "../src/nodes/decorator/Retry.ts", "../src/nodes/decorator/Flip.ts", "../src/nodes/decorator/Succeed.ts", "../src/nodes/decorator/Fail.ts", "../src/nodes/composite/Lotto.ts", "../src/nodes/composite/Composite.ts", "../src/nodes/composite/Selector.ts", "../src/nodes/composite/Sequence.ts", "../src/nodes/composite/Parallel.ts", "../src/attributes/Attribute.ts", "../src/attributes/guards/Guard.ts", "../src/attributes/guards/While.ts", "../src/attributes/guards/Until.ts", "../src/attributes/callbacks/Callback.ts", "../src/attributes/callbacks/Entry.ts", "../src/attributes/callbacks/Exit.ts", "../src/attributes/callbacks/Step.ts", "../src/RootAstNodesBuilder.ts", "../src/BehaviourTree.ts"], - "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds, or the earliest if longestDuration is defined.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined.\n * @param maximumIterations The maximum number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private maximumIterations: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Set the target iteration count.\n this.setTargetIterationCount();\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${\n this.maximumIterations ? this.iterations + \"x-\" + this.maximumIterations + \"x\" : this.iterations + \"x\"\n }`;\n }\n\n // Return the default repeat node name.\n return \"REPEAT\";\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n */\n private setTargetIterationCount = () => {\n // Are we dealing with a finite number of iterations?\n if (typeof this.iterations === \"number\") {\n // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations.\n this.targetIterationCount =\n typeof this.maximumIterations === \"number\"\n ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations)\n : this.iterations;\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined.\n * @param maximumIterations The maximum number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private maximumIterations: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Set the target iteration count.\n this.setTargetIterationCount();\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current iteration.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `RETRY ${\n this.maximumIterations ? this.iterations + \"x-\" + this.maximumIterations + \"x\" : this.iterations + \"x\"\n }`;\n }\n\n // Return the default retry node name.\n return \"RETRY\";\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n */\n setTargetIterationCount = () => {\n // Are we dealing with a finite number of iterations?\n if (typeof this.iterations === \"number\") {\n // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations.\n this.targetIterationCount =\n typeof this.maximumIterations === \"number\"\n ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations)\n : this.iterations;\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type IterableAstNode = DecoratorAstNode & {\n type: \"repeat\" | \"retry\";\n iterations: null | number;\n maximumIterations: null | number;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | IterableAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): IterableAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n maximumIterations: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations !== null && this.iterations! < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n\n // There is validation to carry out if a longest duration was defined.\n if (this.maximumIterations !== null) {\n // A repeat node must have a positive maximum iterations count if defined.\n if (this.maximumIterations! < 0) {\n throw new Error(\"a repeat node must have a positive maximum iterations count if defined\");\n }\n\n // A repeat node must not have an iteration count that exceeds the maximum iteration count.\n if (this.iterations! > this.maximumIterations!) {\n throw new Error(\n \"a repeat node must not have an iteration count that exceeds the maximum iteration count\"\n );\n }\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations!,\n this.maximumIterations!,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): IterableAstNode => ({\n type: \"retry\",\n attributes: [],\n iterations: null,\n maximumIterations: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n // A retry node must have a positive number of iterations if defined.\n if (this.iterations !== null && this.iterations! < 0) {\n throw new Error(\"a retry node must have a positive number of iterations if defined\");\n }\n\n // There is validation to carry out if a longest duration was defined.\n if (this.maximumIterations !== null) {\n // A retry node must have a positive maximum iterations count if defined.\n if (this.maximumIterations! < 0) {\n throw new Error(\"a retry node must have a positive maximum iterations count if defined\");\n }\n\n // A retry node must not have an iteration count that exceeds the maximum iteration count.\n if (this.iterations! > this.maximumIterations!) {\n throw new Error(\n \"a retry node must not have an iteration count that exceeds the maximum iteration count\"\n );\n }\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.iterations!,\n this.maximumIterations!,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // Check for iteration count node arguments ([])\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const iterationArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (iterationArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n } else if (iterationArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n node.maximumIterations = iterationArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // Check for iteration counts ([])\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const iterationArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (iterationArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n } else if (iterationArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n node.maximumIterations = iterationArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of retry node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node into the flattened nodes array.\n flattenedTreeNodes.push({\n id: node.getUid(),\n type: node.getType(),\n caption: node.getName(),\n state: node.getState(),\n guards,\n callbacks,\n args: node.getArguments(),\n parentId: parentUid\n });\n\n // Process each of the nodes children if it is not a leaf node.\n if (!node.isLeafNode()) {\n (node as Composite | Decorator)\n .getChildren()\n .forEach((child) => processNode(child, (node as Composite | Decorator).getUid()));\n }\n };\n\n // Convert the nested node structure into a flattened array of node details.\n processNode(this.rootNode, null);\n\n return flattenedTreeNodes;\n }\n\n /**\n * Registers the action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the function or subtree to register.\n * @param value The function or subtree definition to register.\n */\n static register(name: string, value: GlobalFunction | string) {\n if (typeof value === \"function\") {\n // We are going to register a action/condition/guard/callback function.\n Lookup.setFunc(name, value);\n } else if (typeof value === \"string\") {\n // We are going to register a subtree.\n let rootASTNodes: RootAstNode[];\n\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n rootASTNodes = buildRootASTNodes(value);\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error registering definition: ${(exception as Error).message}`);\n }\n\n // This function should only ever be called with a definition containing a single unnamed root node.\n if (rootASTNodes.length != 1 || rootASTNodes[0].name !== null) {\n throw new Error(\"error registering definition: expected a single unnamed root node\");\n }\n\n Lookup.setSubtree(name, rootASTNodes[0]);\n } else {\n throw new Error(\"unexpected value, expected string definition or function\");\n }\n }\n\n /**\n * Unregisters the registered action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the registered action/condition/guard/callback function or subtree to unregister.\n */\n static unregister(name: string): void {\n Lookup.remove(name);\n }\n\n /**\n * Unregister all registered action/condition/guard/callback functions and subtrees.\n */\n static unregisterAll(): void {\n Lookup.empty();\n }\n\n /**\n * Parses a behaviour tree definition and creates a tree of behaviour tree nodes.\n * @param {string} definition The behaviour tree definition.\n * @returns The root behaviour tree node.\n */\n private static createRootNode(definition: string): Root {\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n const rootASTNodes = buildRootASTNodes(definition);\n\n // Create a symbol to use as the main root key in our root node mapping.\n const mainRootNodeKey = Symbol(\"__root__\");\n\n // Create a mapping of root node names to root AST tokens. The main root node will have a key of Symbol(\"__root__\").\n const rootNodeMap: { [key: string | symbol]: RootAstNode } = {};\n for (const rootASTNode of rootASTNodes) {\n rootNodeMap[rootASTNode.name === null ? mainRootNodeKey : rootASTNode.name!] = rootASTNode;\n }\n\n // Convert the AST to our actual tree and get the root node.\n const rootNode: Root = rootNodeMap[mainRootNodeKey].createNodeInstance(\n // Create a provider for named root nodes that are part of our definition or have been registered. 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+ "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node 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"names": ["Participant", "Lotto", "createLotto", "State", "createLotto"] } diff --git a/dist/index.js b/dist/index.js index c2c0040..8a616e9 100644 --- a/dist/index.js +++ b/dist/index.js @@ -582,17 +582,19 @@ var Root = class extends Decorator { // src/nodes/decorator/Repeat.ts var Repeat = class extends Decorator { - constructor(attributes, iterations, maximumIterations, child) { + constructor(attributes, iterations, iterationsMin, iterationsMax, child) { super("repeat", attributes, child); this.iterations = iterations; - this.maximumIterations = maximumIterations; + this.iterationsMin = iterationsMin; + this.iterationsMax = iterationsMax; } targetIterationCount = null; currentIterationCount = 0; onUpdate(agent, options) { if (this.is("mistreevous.ready" /* READY */)) { this.child.reset(); - this.setTargetIterationCount(); + this.currentIterationCount = 0; + this.setTargetIterationCount(options); } if (this.canIterate()) { this.setState("mistreevous.running" /* RUNNING */); @@ -612,9 +614,12 @@ var Repeat = class extends Decorator { } getName = () => { if (this.iterations !== null) { - return `REPEAT ${this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x"}`; + return `REPEAT ${this.iterations}x`; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`; + } else { + return "REPEAT"; } - return "REPEAT"; }; reset = () => { this.setState("mistreevous.ready" /* READY */); @@ -627,9 +632,14 @@ var Repeat = class extends Decorator { } return true; }; - setTargetIterationCount = () => { - if (typeof this.iterations === "number") { - this.targetIterationCount = typeof this.maximumIterations === "number" ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) : this.iterations; + setTargetIterationCount = (options) => { + if (this.iterations !== null) { + this.targetIterationCount = this.iterations; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + const random = typeof options.random === "function" ? options.random : Math.random; + this.targetIterationCount = Math.floor( + random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin + ); } else { this.targetIterationCount = null; } @@ -638,19 +648,21 @@ var Repeat = class extends Decorator { // src/nodes/decorator/Retry.ts var Retry = class extends Decorator { - constructor(attributes, iterations, maximumIterations, child) { + constructor(attributes, attempts, attemptsMin, attemptsMax, child) { super("retry", attributes, child); - this.iterations = iterations; - this.maximumIterations = maximumIterations; + this.attempts = attempts; + this.attemptsMin = attemptsMin; + this.attemptsMax = attemptsMax; } - targetIterationCount = null; - currentIterationCount = 0; + targetAttemptCount = null; + currentAttemptCount = 0; onUpdate(agent, options) { if (this.is("mistreevous.ready" /* READY */)) { this.child.reset(); - this.setTargetIterationCount(); + this.currentAttemptCount = 0; + this.setTargetAttemptCount(options); } - if (this.canIterate()) { + if (this.canAttempt()) { this.setState("mistreevous.running" /* RUNNING */); if (this.child.getState() === "mistreevous.failed" /* FAILED */) { this.child.reset(); @@ -660,34 +672,42 @@ var Retry = class extends Decorator { this.setState("mistreevous.succeeded" /* SUCCEEDED */); return; } else if (this.child.getState() === "mistreevous.failed" /* FAILED */) { - this.currentIterationCount += 1; + this.currentAttemptCount += 1; } } else { this.setState("mistreevous.failed" /* FAILED */); } } getName = () => { - if (this.iterations !== null) { - return `RETRY ${this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x"}`; + if (this.attempts !== null) { + return `RETRY ${this.attempts}x`; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`; + } else { + return "RETRY"; } - return "RETRY"; }; reset = () => { this.setState("mistreevous.ready" /* READY */); - this.currentIterationCount = 0; + this.currentAttemptCount = 0; this.child.reset(); }; - canIterate = () => { - if (this.targetIterationCount !== null) { - return this.currentIterationCount < this.targetIterationCount; + canAttempt = () => { + if (this.targetAttemptCount !== null) { + return this.currentAttemptCount < this.targetAttemptCount; } return true; }; - setTargetIterationCount = () => { - if (typeof this.iterations === "number") { - this.targetIterationCount = typeof this.maximumIterations === "number" ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) : this.iterations; + setTargetAttemptCount = (options) => { + if (this.attempts !== null) { + this.targetAttemptCount = this.attempts; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + const random = typeof options.random === "function" ? options.random : Math.random; + this.targetAttemptCount = Math.floor( + random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin + ); } else { - this.targetIterationCount = null; + this.targetAttemptCount = null; } }; }; @@ -1161,31 +1181,37 @@ var ASTNodeFactories = { type: "repeat", attributes: [], iterations: null, - maximumIterations: null, + iterationsMin: null, + iterationsMax: null, children: [], validate() { if (this.children.length !== 1) { throw new Error("a repeat node must have a single child"); } - if (this.iterations !== null && this.iterations < 0) { - throw new Error("a repeat node must have a positive number of iterations if defined"); - } - if (this.maximumIterations !== null) { - if (this.maximumIterations < 0) { - throw new Error("a repeat node must have a positive maximum iterations count if defined"); + if (this.iterations !== null) { + if (this.iterations < 0) { + throw new Error("a repeat node must have a positive number of iterations if defined"); + } + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + if (this.iterationsMin < 0 || this.iterationsMax < 0) { + throw new Error( + "a repeat node must have a positive minimum and maximum iteration count if defined" + ); } - if (this.iterations > this.maximumIterations) { + if (this.iterationsMin > this.iterationsMax) { throw new Error( - "a repeat node must not have an iteration count that exceeds the maximum iteration count" + "a repeat node must not have a minimum iteration count that exceeds the maximum iteration count" ); } + } else { } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Repeat( this.attributes, this.iterations, - this.maximumIterations, + this.iterationsMin, + this.iterationsMax, this.children[0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } @@ -1193,32 +1219,36 @@ var ASTNodeFactories = { RETRY: () => ({ type: "retry", attributes: [], - iterations: null, - maximumIterations: null, + attempts: null, + attemptsMin: null, + attemptsMax: null, children: [], validate() { if (this.children.length !== 1) { throw new Error("a retry node must have a single child"); } - if (this.iterations !== null && this.iterations < 0) { - throw new Error("a retry node must have a positive number of iterations if defined"); - } - if (this.maximumIterations !== null) { - if (this.maximumIterations < 0) { - throw new Error("a retry node must have a positive maximum iterations count if defined"); + if (this.attempts !== null) { + if (this.attempts < 0) { + throw new Error("a retry node must have a positive number of attempts if defined"); + } + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + if (this.attemptsMin < 0 || this.attemptsMax < 0) { + throw new Error("a retry node must have a positive minimum and maximum attempt count if defined"); } - if (this.iterations > this.maximumIterations) { + if (this.attemptsMin > this.attemptsMax) { throw new Error( - "a retry node must not have an iteration count that exceeds the maximum iteration count" + "a retry node must not have a minimum attempt count that exceeds the maximum attempt count" ); } + } else { } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Retry( this.attributes, - this.iterations, - this.maximumIterations, + this.attempts, + this.attemptsMin, + this.attemptsMax, this.children[0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } @@ -1475,17 +1505,17 @@ function buildRootASTNodes(definition) { const node = ASTNodeFactories.REPEAT(); currentScope.push(node); if (tokens[0] === "[") { - const iterationArguments = getArguments( + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, "repeat node iteration counts must be integer values" ).map((argument) => argument.value); - if (iterationArguments.length === 1) { - node.iterations = iterationArguments[0]; - } else if (iterationArguments.length === 2) { - node.iterations = iterationArguments[0]; - node.maximumIterations = iterationArguments[1]; + if (nodeArguments.length === 1) { + node.iterations = nodeArguments[0]; + } else if (nodeArguments.length === 2) { + node.iterationsMin = nodeArguments[0]; + node.iterationsMax = nodeArguments[1]; } else { throw new Error("invalid number of repeat node iteration count arguments defined"); } @@ -1499,19 +1529,19 @@ function buildRootASTNodes(definition) { const node = ASTNodeFactories.RETRY(); currentScope.push(node); if (tokens[0] === "[") { - const iterationArguments = getArguments( + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, - "retry node iteration counts must be integer values" + "retry node attempt counts must be integer values" ).map((argument) => argument.value); - if (iterationArguments.length === 1) { - node.iterations = iterationArguments[0]; - } else if (iterationArguments.length === 2) { - node.iterations = iterationArguments[0]; - node.maximumIterations = iterationArguments[1]; + if (nodeArguments.length === 1) { + node.attempts = nodeArguments[0]; + } else if (nodeArguments.length === 2) { + node.attemptsMin = nodeArguments[0]; + node.attemptsMax = nodeArguments[1]; } else { - throw new Error("invalid number of retry node iteration count arguments defined"); + throw new Error("invalid number of retry node attempt count arguments defined"); } } node.attributes = getAttributes(tokens, placeholders); diff --git a/dist/index.js.map b/dist/index.js.map index bde8841..0569007 100644 --- a/dist/index.js.map +++ b/dist/index.js.map @@ -1,7 +1,7 @@ { "version": 3, "sources": ["../node_modules/lotto-draw/dist/Participant.js", "../node_modules/lotto-draw/dist/Utilities.js", "../node_modules/lotto-draw/dist/Lotto.js", "../node_modules/lotto-draw/dist/createLotto.js", "../node_modules/lotto-draw/dist/index.js", "../src/index.ts", "../src/attributes/guards/GuardUnsatisifedException.ts", "../src/attributes/guards/GuardPath.ts", "../src/State.ts", "../src/nodes/Node.ts", "../src/nodes/leaf/Leaf.ts", "../src/Lookup.ts", "../src/nodes/leaf/Action.ts", "../src/nodes/leaf/Condition.ts", "../src/nodes/leaf/Wait.ts", "../src/nodes/decorator/Decorator.ts", "../src/nodes/decorator/Root.ts", "../src/nodes/decorator/Repeat.ts", "../src/nodes/decorator/Retry.ts", "../src/nodes/decorator/Flip.ts", "../src/nodes/decorator/Succeed.ts", "../src/nodes/decorator/Fail.ts", "../src/nodes/composite/Lotto.ts", "../src/nodes/composite/Composite.ts", "../src/nodes/composite/Selector.ts", "../src/nodes/composite/Sequence.ts", "../src/nodes/composite/Parallel.ts", "../src/attributes/Attribute.ts", "../src/attributes/guards/Guard.ts", "../src/attributes/guards/While.ts", "../src/attributes/guards/Until.ts", "../src/attributes/callbacks/Callback.ts", "../src/attributes/callbacks/Entry.ts", "../src/attributes/callbacks/Exit.ts", "../src/attributes/callbacks/Step.ts", "../src/RootAstNodesBuilder.ts", "../src/BehaviourTree.ts"], - "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds, or the earliest if longestDuration is defined.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined.\n * @param maximumIterations The maximum number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private maximumIterations: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Set the target iteration count.\n this.setTargetIterationCount();\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${\n this.maximumIterations ? this.iterations + \"x-\" + this.maximumIterations + \"x\" : this.iterations + \"x\"\n }`;\n }\n\n // Return the default repeat node name.\n return \"REPEAT\";\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n */\n private setTargetIterationCount = () => {\n // Are we dealing with a finite number of iterations?\n if (typeof this.iterations === \"number\") {\n // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations.\n this.targetIterationCount =\n typeof this.maximumIterations === \"number\"\n ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations)\n : this.iterations;\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined.\n * @param maximumIterations The maximum number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private maximumIterations: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Set the target iteration count.\n this.setTargetIterationCount();\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current iteration.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `RETRY ${\n this.maximumIterations ? this.iterations + \"x-\" + this.maximumIterations + \"x\" : this.iterations + \"x\"\n }`;\n }\n\n // Return the default retry node name.\n return \"RETRY\";\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n */\n setTargetIterationCount = () => {\n // Are we dealing with a finite number of iterations?\n if (typeof this.iterations === \"number\") {\n // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations.\n this.targetIterationCount =\n typeof this.maximumIterations === \"number\"\n ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations)\n : this.iterations;\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type IterableAstNode = DecoratorAstNode & {\n type: \"repeat\" | \"retry\";\n iterations: null | number;\n maximumIterations: null | number;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | IterableAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): IterableAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n maximumIterations: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations !== null && this.iterations! < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n\n // There is validation to carry out if a longest duration was defined.\n if (this.maximumIterations !== null) {\n // A repeat node must have a positive maximum iterations count if defined.\n if (this.maximumIterations! < 0) {\n throw new Error(\"a repeat node must have a positive maximum iterations count if defined\");\n }\n\n // A repeat node must not have an iteration count that exceeds the maximum iteration count.\n if (this.iterations! > this.maximumIterations!) {\n throw new Error(\n \"a repeat node must not have an iteration count that exceeds the maximum iteration count\"\n );\n }\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations!,\n this.maximumIterations!,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): IterableAstNode => ({\n type: \"retry\",\n attributes: [],\n iterations: null,\n maximumIterations: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n // A retry node must have a positive number of iterations if defined.\n if (this.iterations !== null && this.iterations! < 0) {\n throw new Error(\"a retry node must have a positive number of iterations if defined\");\n }\n\n // There is validation to carry out if a longest duration was defined.\n if (this.maximumIterations !== null) {\n // A retry node must have a positive maximum iterations count if defined.\n if (this.maximumIterations! < 0) {\n throw new Error(\"a retry node must have a positive maximum iterations count if defined\");\n }\n\n // A retry node must not have an iteration count that exceeds the maximum iteration count.\n if (this.iterations! > this.maximumIterations!) {\n throw new Error(\n \"a retry node must not have an iteration count that exceeds the maximum iteration count\"\n );\n }\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.iterations!,\n this.maximumIterations!,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // Check for iteration count node arguments ([])\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const iterationArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (iterationArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n } else if (iterationArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n node.maximumIterations = iterationArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // Check for iteration counts ([])\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const iterationArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (iterationArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n } else if (iterationArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterations = iterationArguments[0] as number;\n node.maximumIterations = iterationArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of retry node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node into the flattened nodes array.\n flattenedTreeNodes.push({\n id: node.getUid(),\n type: node.getType(),\n caption: node.getName(),\n state: node.getState(),\n guards,\n callbacks,\n args: node.getArguments(),\n parentId: parentUid\n });\n\n // Process each of the nodes children if it is not a leaf node.\n if (!node.isLeafNode()) {\n (node as Composite | Decorator)\n .getChildren()\n .forEach((child) => processNode(child, (node as Composite | Decorator).getUid()));\n }\n };\n\n // Convert the nested node structure into a flattened array of node details.\n processNode(this.rootNode, null);\n\n return flattenedTreeNodes;\n }\n\n /**\n * Registers the action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the function or subtree to register.\n * @param value The function or subtree definition to register.\n */\n static register(name: string, value: GlobalFunction | string) {\n if (typeof value === \"function\") {\n // We are going to register a action/condition/guard/callback function.\n Lookup.setFunc(name, value);\n } else if (typeof value === \"string\") {\n // We are going to register a subtree.\n let rootASTNodes: RootAstNode[];\n\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n rootASTNodes = buildRootASTNodes(value);\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error registering definition: ${(exception as Error).message}`);\n }\n\n // This function should only ever be called with a definition containing a single unnamed root node.\n if (rootASTNodes.length != 1 || rootASTNodes[0].name !== null) {\n throw new Error(\"error registering definition: expected a single unnamed root node\");\n }\n\n Lookup.setSubtree(name, rootASTNodes[0]);\n } else {\n throw new Error(\"unexpected value, expected string definition or function\");\n }\n }\n\n /**\n * Unregisters the registered action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the registered action/condition/guard/callback function or subtree to unregister.\n */\n static unregister(name: string): void {\n Lookup.remove(name);\n }\n\n /**\n * Unregister all registered action/condition/guard/callback functions and subtrees.\n */\n static unregisterAll(): void {\n Lookup.empty();\n }\n\n /**\n * Parses a behaviour tree definition and creates a tree of behaviour tree nodes.\n * @param {string} definition The behaviour tree definition.\n * @returns The root behaviour tree node.\n */\n private static createRootNode(definition: string): Root {\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n const rootASTNodes = buildRootASTNodes(definition);\n\n // Create a symbol to use as the main root key in our root node mapping.\n const mainRootNodeKey = Symbol(\"__root__\");\n\n // Create a mapping of root node names to root AST tokens. The main root node will have a key of Symbol(\"__root__\").\n const rootNodeMap: { [key: string | symbol]: RootAstNode } = {};\n for (const rootASTNode of rootASTNodes) {\n rootNodeMap[rootASTNode.name === null ? mainRootNodeKey : rootASTNode.name!] = rootASTNode;\n }\n\n // Convert the AST to our actual tree and get the root node.\n const rootNode: Root = rootNodeMap[mainRootNodeKey].createNodeInstance(\n // Create a provider for named root nodes that are part of our definition or have been registered. Prioritising the former.\n (name: string): RootAstNode => (rootNodeMap[name] ? rootNodeMap[name] : Lookup.getSubtree(name)),\n []\n );\n\n // Set a guard path on every leaf of the tree to evaluate as part of its update.\n BehaviourTree.applyLeafNodeGuardPaths(rootNode);\n\n // Return the root node.\n return rootNode;\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error parsing tree: ${(exception as Error).message}\\n${(exception as Error).stack}`);\n }\n }\n\n /**\n * Applies a guard path to every leaf of the tree to evaluate as part of each update.\n * @param rootNode The main root tree node.\n */\n private static applyLeafNodeGuardPaths(rootNode: Root) {\n const nodePaths: Node[][] = [];\n\n const findLeafNodes = (path: Node[], node: Node) => {\n // Add the current node to the path.\n path = path.concat(node);\n\n // Check whether the current node is a leaf node.\n if (node.isLeafNode()) {\n nodePaths.push(path);\n } else {\n (node as Composite | Decorator).getChildren().forEach((child) => findLeafNodes(path, child));\n }\n };\n\n // Find all leaf node paths, starting from the root.\n findLeafNodes([], rootNode);\n\n nodePaths.forEach((path) => {\n // Each node in the current path will have to be assigned a guard path, working from the root outwards.\n for (let depth = 0; depth < path.length; depth++) {\n // Get the node in the path at the current depth.\n const currentNode = path[depth];\n\n // The node may already have been assigned a guard path, if so just skip it.\n if (currentNode.hasGuardPath()) {\n continue;\n }\n\n // Create the guard path for the current node.\n const guardPath = new GuardPath(\n path\n .slice(0, depth + 1)\n .map((node) => ({ node, guards: node.getGuardAttributes() }))\n .filter((details) => details.guards.length > 0)\n );\n\n // Assign the guard path to the current node.\n currentNode.setGuardPath(guardPath);\n }\n });\n }\n}\n"], - "mappings": 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+ "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node 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"names": ["Participant", "Lotto", "createLotto", "State", "createLotto"] } diff --git a/dist/nodes/decorator/Repeat.d.ts b/dist/nodes/decorator/Repeat.d.ts index 1a1de42..8a99d2d 100644 --- a/dist/nodes/decorator/Repeat.d.ts +++ b/dist/nodes/decorator/Repeat.d.ts @@ -13,14 +13,16 @@ import { BehaviourTreeOptions } from "../../BehaviourTreeOptions"; */ export default class Repeat extends Decorator { private iterations; - private maximumIterations; + private iterationsMin; + private iterationsMax; /** * @param attributes The node attributes. - * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined. - * @param maximumIterations The maximum number of iterations to repeat the child node. + * @param iterations The number of iterations to repeat the child node. + * @param iterationsMin The minimum possible number of iterations to repeat the child node. + * @param iterationsMax The maximum possible number of iterations to repeat the child node. * @param child The child node. */ - constructor(attributes: Attribute[], iterations: number | null, maximumIterations: number | null, child: Node); + constructor(attributes: Attribute[], iterations: number | null, iterationsMin: number | null, iterationsMax: number | null, child: Node); /** * The number of target iterations to make. */ @@ -50,6 +52,7 @@ export default class Repeat extends Decorator { private canIterate; /** * Sets the target iteration count. + * @param options The behaviour tree options object. */ private setTargetIterationCount; } diff --git a/dist/nodes/decorator/Retry.d.ts b/dist/nodes/decorator/Retry.d.ts index 08d4b0e..fd4745a 100644 --- a/dist/nodes/decorator/Retry.d.ts +++ b/dist/nodes/decorator/Retry.d.ts @@ -12,23 +12,25 @@ import { BehaviourTreeOptions } from "../../BehaviourTreeOptions"; * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state. */ export default class Retry extends Decorator { - private iterations; - private maximumIterations; + private attempts; + private attemptsMin; + private attemptsMax; /** * @param attributes The node attributes. - * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined. - * @param maximumIterations The maximum number of iterations to repeat the child node. + * @param attempts The number of attempts to retry the child node. + * @param attemptsMin The minimum possible number of attempts to retry the child node. + * @param attemptsMax The maximum possible number of attempts to retry the child node. * @param child The child node. */ - constructor(attributes: Attribute[], iterations: number | null, maximumIterations: number | null, child: Node); + constructor(attributes: Attribute[], attempts: number | null, attemptsMin: number | null, attemptsMax: number | null, child: Node); /** - * The number of target iterations to make. + * The number of target attempts to make. */ - private targetIterationCount; + private targetAttemptCount; /** - * The current iteration count. + * The current attempt count. */ - private currentIterationCount; + private currentAttemptCount; /** * Called when the node is being updated. * @param agent The agent. @@ -44,12 +46,13 @@ export default class Retry extends Decorator { */ reset: () => void; /** - * Gets whether an iteration can be made. - * @returns Whether an iteration can be made. + * Gets whether an attempt can be made. + * @returns Whether an attempt can be made. */ - canIterate: () => boolean; + canAttempt: () => boolean; /** - * Sets the target iteration count. + * Sets the target attempt count. + * @param options The behaviour tree options object. */ - setTargetIterationCount: () => void; + setTargetAttemptCount: (options: BehaviourTreeOptions) => void; } diff --git a/dist/nodes/leaf/Wait.d.ts b/dist/nodes/leaf/Wait.d.ts index 78f16a0..43d08f0 100644 --- a/dist/nodes/leaf/Wait.d.ts +++ b/dist/nodes/leaf/Wait.d.ts @@ -12,7 +12,7 @@ export default class Wait extends Leaf { private durationMax; /** * @param attributes The node attributes. - * @param duration The duration that this node will wait to succeed in milliseconds, or the earliest if longestDuration is defined. + * @param duration The duration that this node will wait to succeed in milliseconds. * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed. * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed. */ diff --git a/src/RootAstNodesBuilder.ts b/src/RootAstNodesBuilder.ts index bafd329..246c5ab 100644 --- a/src/RootAstNodesBuilder.ts +++ b/src/RootAstNodesBuilder.ts @@ -111,10 +111,18 @@ export type RootAstNode = DecoratorAstNode & { name: null | string; }; -export type IterableAstNode = DecoratorAstNode & { - type: "repeat" | "retry"; - iterations: null | number; - maximumIterations: null | number; +export type RepeatAstNode = DecoratorAstNode & { + type: "repeat"; + iterations: number | null; + iterationsMin: number | null; + iterationsMax: number | null; +}; + +export type RetryAstNode = DecoratorAstNode & { + type: "retry"; + attempts: number | null; + attemptsMin: number | null; + attemptsMax: number | null; }; export type ActionAstNode = LeafAstNode & { @@ -142,7 +150,8 @@ export type AnyAstNode = | LottoAstNode | DecoratorAstNode | RootAstNode - | IterableAstNode + | RepeatAstNode + | RetryAstNode | LeafAstNode | ActionAstNode | ConditionAstNode @@ -268,11 +277,12 @@ const ASTNodeFactories = { ); } }), - REPEAT: (): IterableAstNode => ({ + REPEAT: (): RepeatAstNode => ({ type: "repeat", attributes: [], iterations: null, - maximumIterations: null, + iterationsMin: null, + iterationsMax: null, children: [], validate() { // A repeat node must have a single node. @@ -280,40 +290,45 @@ const ASTNodeFactories = { throw new Error("a repeat node must have a single child"); } - // A repeat node must have a positive number of iterations if defined. - if (this.iterations !== null && this.iterations! < 0) { - throw new Error("a repeat node must have a positive number of iterations if defined"); - } - - // There is validation to carry out if a longest duration was defined. - if (this.maximumIterations !== null) { - // A repeat node must have a positive maximum iterations count if defined. - if (this.maximumIterations! < 0) { - throw new Error("a repeat node must have a positive maximum iterations count if defined"); + if (this.iterations !== null) { + // A repeat node must have a positive number of iterations if defined. + if (this.iterations < 0) { + throw new Error("a repeat node must have a positive number of iterations if defined"); + } + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + // A repeat node must have a positive min and max iteration count if they are defined. + if (this.iterationsMin < 0 || this.iterationsMax < 0) { + throw new Error( + "a repeat node must have a positive minimum and maximum iteration count if defined" + ); } - // A repeat node must not have an iteration count that exceeds the maximum iteration count. - if (this.iterations! > this.maximumIterations!) { + // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count. + if (this.iterationsMin > this.iterationsMax) { throw new Error( - "a repeat node must not have an iteration count that exceeds the maximum iteration count" + "a repeat node must not have a minimum iteration count that exceeds the maximum iteration count" ); } + } else { + // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely. } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Repeat( this.attributes, - this.iterations!, - this.maximumIterations!, + this.iterations, + this.iterationsMin, + this.iterationsMax, this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } }), - RETRY: (): IterableAstNode => ({ + RETRY: (): RetryAstNode => ({ type: "retry", attributes: [], - iterations: null, - maximumIterations: null, + attempts: null, + attemptsMin: null, + attemptsMax: null, children: [], validate() { // A retry node must have a single node. @@ -321,31 +336,33 @@ const ASTNodeFactories = { throw new Error("a retry node must have a single child"); } - // A retry node must have a positive number of iterations if defined. - if (this.iterations !== null && this.iterations! < 0) { - throw new Error("a retry node must have a positive number of iterations if defined"); - } - - // There is validation to carry out if a longest duration was defined. - if (this.maximumIterations !== null) { - // A retry node must have a positive maximum iterations count if defined. - if (this.maximumIterations! < 0) { - throw new Error("a retry node must have a positive maximum iterations count if defined"); + if (this.attempts !== null) { + // A retry node must have a positive number of attempts if defined. + if (this.attempts < 0) { + throw new Error("a retry node must have a positive number of attempts if defined"); + } + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + // A retry node must have a positive min and max attempts count if they are defined. + if (this.attemptsMin < 0 || this.attemptsMax < 0) { + throw new Error("a retry node must have a positive minimum and maximum attempt count if defined"); } - // A retry node must not have an iteration count that exceeds the maximum iteration count. - if (this.iterations! > this.maximumIterations!) { + // A retry node must not have a minimum attempt count that exceeds the maximum attempt count. + if (this.attemptsMin > this.attemptsMax) { throw new Error( - "a retry node must not have an iteration count that exceeds the maximum iteration count" + "a retry node must not have a minimum attempt count that exceeds the maximum attempt count" ); } + } else { + // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely. } }, createNodeInstance(namedRootNodeProvider, visitedBranches) { return new Retry( this.attributes, - this.iterations!, - this.maximumIterations!, + this.attempts, + this.attemptsMin, + this.attemptsMax, this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice()) ); } @@ -766,10 +783,13 @@ export default function buildRootASTNodes(definition: string): RootAstNode[] { // Push the REPEAT node into the current scope. currentScope.push(node); - // Check for iteration count node arguments ([]) + // The arguments of a repeat node are optional. We may have: + // - No node arguments, in which case the repeat note will iterate indefinitely. + // - One node argument which will be the explicit number of iterations to make. + // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked. if (tokens[0] === "[") { // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait. - const iterationArguments = getArguments( + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, @@ -777,13 +797,13 @@ export default function buildRootASTNodes(definition: string): RootAstNode[] { ).map((argument) => argument.value); // We should have got one or two iteration counts. - if (iterationArguments.length === 1) { + if (nodeArguments.length === 1) { // A static iteration count was defined. - node.iterations = iterationArguments[0] as number; - } else if (iterationArguments.length === 2) { + node.iterations = nodeArguments[0] as number; + } else if (nodeArguments.length === 2) { // A minimum and maximum iteration count was defined. - node.iterations = iterationArguments[0] as number; - node.maximumIterations = iterationArguments[1] as number; + node.iterationsMin = nodeArguments[0] as number; + node.iterationsMax = nodeArguments[1] as number; } else { // An incorrect number of iteration counts was defined. throw new Error("invalid number of repeat node iteration count arguments defined"); @@ -807,27 +827,30 @@ export default function buildRootASTNodes(definition: string): RootAstNode[] { // Push the RETRY node into the current scope. currentScope.push(node); - // Check for iteration counts ([]) + // The arguments of a retry node are optional. We may have: + // - No node arguments, in which case the retry note will attempt indefinitely. + // - One node argument which will be the explicit number of attempts to make. + // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked. if (tokens[0] === "[") { - // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait. - const iterationArguments = getArguments( + // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait. + const nodeArguments = getArguments( tokens, placeholders, (arg) => arg.type === "number" && !!arg.isInteger, - "retry node iteration counts must be integer values" + "retry node attempt counts must be integer values" ).map((argument) => argument.value); - // We should have got one or two iteration counts. - if (iterationArguments.length === 1) { - // A static iteration count was defined. - node.iterations = iterationArguments[0] as number; - } else if (iterationArguments.length === 2) { - // A minimum and maximum iteration count was defined. - node.iterations = iterationArguments[0] as number; - node.maximumIterations = iterationArguments[1] as number; + // We should have got one or two attempt counts. + if (nodeArguments.length === 1) { + // A static attempt count was defined. + node.attempts = nodeArguments[0] as number; + } else if (nodeArguments.length === 2) { + // A minimum and maximum attempt count was defined. + node.attemptsMin = nodeArguments[0] as number; + node.attemptsMax = nodeArguments[1] as number; } else { - // An incorrect number of iteration counts was defined. - throw new Error("invalid number of retry node iteration count arguments defined"); + // An incorrect number of attempt counts was defined. + throw new Error("invalid number of retry node attempt count arguments defined"); } } diff --git a/src/nodes/decorator/Repeat.ts b/src/nodes/decorator/Repeat.ts index eca08d4..ba35ad9 100644 --- a/src/nodes/decorator/Repeat.ts +++ b/src/nodes/decorator/Repeat.ts @@ -16,14 +16,16 @@ import { BehaviourTreeOptions } from "../../BehaviourTreeOptions"; export default class Repeat extends Decorator { /** * @param attributes The node attributes. - * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined. - * @param maximumIterations The maximum number of iterations to repeat the child node. + * @param iterations The number of iterations to repeat the child node. + * @param iterationsMin The minimum possible number of iterations to repeat the child node. + * @param iterationsMax The maximum possible number of iterations to repeat the child node. * @param child The child node. */ constructor( attributes: Attribute[], private iterations: number | null, - private maximumIterations: number | null, + private iterationsMin: number | null, + private iterationsMax: number | null, child: Node ) { super("repeat", attributes, child); @@ -50,8 +52,11 @@ export default class Repeat extends Decorator { // Reset the child node. this.child.reset(); + // Reset the current iteration count. + this.currentIterationCount = 0; + // Set the target iteration count. - this.setTargetIterationCount(); + this.setTargetIterationCount(options); } // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state. @@ -91,13 +96,12 @@ export default class Repeat extends Decorator { */ getName = () => { if (this.iterations !== null) { - return `REPEAT ${ - this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x" - }`; + return `REPEAT ${this.iterations}x`; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`; + } else { + return "REPEAT"; } - - // Return the default repeat node name. - return "REPEAT"; }; /** @@ -130,15 +134,21 @@ export default class Repeat extends Decorator { /** * Sets the target iteration count. + * @param options The behaviour tree options object. */ - private setTargetIterationCount = () => { - // Are we dealing with a finite number of iterations? - if (typeof this.iterations === "number") { - // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations. - this.targetIterationCount = - typeof this.maximumIterations === "number" - ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) - : this.iterations; + private setTargetIterationCount = (options: BehaviourTreeOptions) => { + // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count. + if (this.iterations !== null) { + this.targetIterationCount = this.iterations; + } else if (this.iterationsMin !== null && this.iterationsMax !== null) { + // We will be picking a random iteration count between a min and max iteration count, if the optional 'random' + // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random. + const random = typeof options.random === "function" ? options.random : Math.random; + + // Pick a random iteration count between a min and max iteration count. + this.targetIterationCount = Math.floor( + random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin + ); } else { this.targetIterationCount = null; } diff --git a/src/nodes/decorator/Retry.ts b/src/nodes/decorator/Retry.ts index 52f73da..2f68a39 100644 --- a/src/nodes/decorator/Retry.ts +++ b/src/nodes/decorator/Retry.ts @@ -16,28 +16,30 @@ import { BehaviourTreeOptions } from "../../BehaviourTreeOptions"; export default class Retry extends Decorator { /** * @param attributes The node attributes. - * @param iterations The number of iterations to repeat the child node, or the minimum number of iterations if maximumIterations is defined. - * @param maximumIterations The maximum number of iterations to repeat the child node. + * @param attempts The number of attempts to retry the child node. + * @param attemptsMin The minimum possible number of attempts to retry the child node. + * @param attemptsMax The maximum possible number of attempts to retry the child node. * @param child The child node. */ constructor( attributes: Attribute[], - private iterations: number | null, - private maximumIterations: number | null, + private attempts: number | null, + private attemptsMin: number | null, + private attemptsMax: number | null, child: Node ) { super("retry", attributes, child); } /** - * The number of target iterations to make. + * The number of target attempts to make. */ - private targetIterationCount: number | null = null; + private targetAttemptCount: number | null = null; /** - * The current iteration count. + * The current attempt count. */ - private currentIterationCount: number = 0; + private currentAttemptCount: number = 0; /** * Called when the node is being updated. @@ -45,22 +47,25 @@ export default class Retry extends Decorator { * @param options The behaviour tree options object. */ protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void { - // If this node is in the READY state then we need to reset the child and the target iteration count. + // If this node is in the READY state then we need to reset the child and the target attempt count. if (this.is(State.READY)) { // Reset the child node. this.child.reset(); - // Set the target iteration count. - this.setTargetIterationCount(); + // Reset the current attempt count. + this.currentAttemptCount = 0; + + // Set the target attempt count. + this.setTargetAttemptCount(options); } - // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state. - // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded. - if (this.canIterate()) { - // This node is in the running state and can do its initial iteration. + // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state. + // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded. + if (this.canAttempt()) { + // This node is in the running state and can do its initial attempt. this.setState(State.RUNNING); - // We may have already completed an iteration, meaning that the child node will be in the FAILED state. + // We may have already completed an attempt, meaning that the child node will be in the FAILED state. // If this is the case then we will have to reset the child node now. if (this.child.getState() === State.FAILED) { this.child.reset(); @@ -70,15 +75,15 @@ export default class Retry extends Decorator { this.child.update(agent, options); // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded. - // If it has moved into the FAILED state then we have completed the current iteration. + // If it has moved into the FAILED state then we have completed the current attempt. if (this.child.getState() === State.SUCCEEDED) { // The child has succeeded, meaning that this node has succeeded. this.setState(State.SUCCEEDED); return; } else if (this.child.getState() === State.FAILED) { - // We have completed an iteration. - this.currentIterationCount += 1; + // We have completed an attempt. + this.currentAttemptCount += 1; } } else { // This node is in the 'FAILED' state as we cannot iterate any more. @@ -90,14 +95,13 @@ export default class Retry extends Decorator { * Gets the name of the node. */ getName = () => { - if (this.iterations !== null) { - return `RETRY ${ - this.maximumIterations ? this.iterations + "x-" + this.maximumIterations + "x" : this.iterations + "x" - }`; + if (this.attempts !== null) { + return `RETRY ${this.attempts}x`; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`; + } else { + return "RETRY"; } - - // Return the default retry node name. - return "RETRY"; }; /** @@ -107,40 +111,46 @@ export default class Retry extends Decorator { // Reset the state of this node. this.setState(State.READY); - // Reset the current iteration count. - this.currentIterationCount = 0; + // Reset the current attempt count. + this.currentAttemptCount = 0; // Reset the child node. this.child.reset(); }; /** - * Gets whether an iteration can be made. - * @returns Whether an iteration can be made. + * Gets whether an attempt can be made. + * @returns Whether an attempt can be made. */ - canIterate = () => { - if (this.targetIterationCount !== null) { - // We can iterate as long as we have not reached our target iteration count. - return this.currentIterationCount < this.targetIterationCount; + canAttempt = () => { + if (this.targetAttemptCount !== null) { + // We can attempt as long as we have not reached our target attempt count. + return this.currentAttemptCount < this.targetAttemptCount; } - // If neither an iteration count or a condition function were defined then we can iterate indefinitely. + // If neither an attempt count or a condition function were defined then we can attempt indefinitely. return true; }; /** - * Sets the target iteration count. + * Sets the target attempt count. + * @param options The behaviour tree options object. */ - setTargetIterationCount = () => { - // Are we dealing with a finite number of iterations? - if (typeof this.iterations === "number") { - // If we have maximumIterations defined then we will want a random iteration count bounded by iterations and maximumIterations. - this.targetIterationCount = - typeof this.maximumIterations === "number" - ? Math.floor(Math.random() * (this.maximumIterations - this.iterations + 1) + this.iterations) - : this.iterations; + setTargetAttemptCount = (options: BehaviourTreeOptions) => { + // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count. + if (this.attempts !== null) { + this.targetAttemptCount = this.attempts; + } else if (this.attemptsMin !== null && this.attemptsMax !== null) { + // We will be picking a random attempt count between a min and max attempt count, if the optional 'random' + // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random. + const random = typeof options.random === "function" ? options.random : Math.random; + + // Pick a random attempt count between a min and max attempt count. + this.targetAttemptCount = Math.floor( + random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin + ); } else { - this.targetIterationCount = null; + this.targetAttemptCount = null; } }; } diff --git a/src/nodes/leaf/Wait.ts b/src/nodes/leaf/Wait.ts index 854682a..9b1af40 100644 --- a/src/nodes/leaf/Wait.ts +++ b/src/nodes/leaf/Wait.ts @@ -11,7 +11,7 @@ import { BehaviourTreeOptions } from "../../BehaviourTreeOptions"; export default class Wait extends Leaf { /** * @param attributes The node attributes. - * @param duration The duration that this node will wait to succeed in milliseconds, or the earliest if longestDuration is defined. + * @param duration The duration that this node will wait to succeed in milliseconds. * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed. * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed. */ @@ -61,7 +61,7 @@ export default class Wait extends Leaf { // function option is defined then we will be using that, otherwise we will fall back to using Math.random. const random = typeof options.random === "function" ? options.random : Math.random; - // Pick a random duration a min and max duration. + // Pick a random duration between a min and max duration. this.totalDuration = Math.floor( random() * (this.durationMax - this.durationMin + 1) + this.durationMin ); From bbd96d8936220801092a6ba8b238d878d161aea7 Mon Sep 17 00:00:00 2001 From: Nikolas Howard Date: Fri, 2 Jun 2023 13:06:48 +0100 Subject: [PATCH 2/4] repeat/retry specs --- package.json | 2 +- test/nodes/decorator/repeat.test.js | 89 ++++++++++++++++++++++++++++- test/nodes/decorator/retry.test.js | 89 ++++++++++++++++++++++++++++- 3 files changed, 177 insertions(+), 3 deletions(-) diff --git a/package.json b/package.json index fd5b813..29dccf9 100644 --- a/package.json +++ b/package.json @@ -43,7 +43,7 @@ "machine", "state" ], - "author": "nikolas howard smells bad", + "author": "nikolas howard", "license": "MIT", "bugs": { "url": "https://github.com/nikkorn/mistreevous/issues" diff --git a/test/nodes/decorator/repeat.test.js b/test/nodes/decorator/repeat.test.js index cd17f22..a61cd8f 100644 --- a/test/nodes/decorator/repeat.test.js +++ b/test/nodes/decorator/repeat.test.js @@ -1,5 +1,6 @@ const mistreevous = require("../../../dist/index"); const chai = require("chai"); +const sinon = require("sinon"); var assert = chai.assert; @@ -19,12 +20,22 @@ describe("A Repeat node", () => { }); describe("when updated as part of a tree step", () => { + var sandbox; + + beforeEach(() => { + sandbox = sinon.createSandbox(); + sandbox.replace(globalThis.Math, "random", () => 0.5); + }); + + afterEach(() => sandbox.restore()); + it("will move to the FAILED state if the child node moves to the FAILED state", () => { const definition = "root { repeat { condition [someCondition] } }"; const agent = { someCondition: () => false }; const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "repeat", "REPEAT"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -39,6 +50,7 @@ describe("A Repeat node", () => { const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "repeat", "REPEAT"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -47,12 +59,13 @@ describe("A Repeat node", () => { assert.strictEqual(node.state, mistreevous.State.RUNNING); }); - it("and a maximum iteration node argument is defined will attempt to re-run the child node until the maximum iteration is reached", () => { + it("and an iteration count node argument is defined will attempt to re-run the child node until the iteration count is reached", () => { const definition = "root { repeat [3] { condition [someCondition] } }"; const agent = { someCondition: () => true }; const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "repeat", "REPEAT 3x"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -75,5 +88,79 @@ describe("A Repeat node", () => { node = findNode(tree, "repeat", "REPEAT 3x"); assert.strictEqual(node.state, mistreevous.State.SUCCEEDED); }); + + describe("and minumum and maximum iteration count node arguments are defined", () => { + it("and if the 'random' behaviour tree option is not defined will pick an iteration count from between the minimum and maximum bounds using Math.random", () => { + // We have spied on Math.random to always return 0.5 for the sake of this test, so our iteration count should always be 4. + const definition = "root { repeat [2, 6] { condition [someCondition] } }"; + const agent = { someCondition: () => true }; + const tree = new mistreevous.BehaviourTree(definition, agent); + + let node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.exists(node); + assert.strictEqual(node.state, mistreevous.State.READY); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.SUCCEEDED); + }); + + it("and if the 'random' behaviour tree option is defined will use it to pick an iteration count from between the minimum and maximum bounds", () => { + const definition = "root { repeat [2, 10] { condition [someCondition] } }"; + const agent = { someCondition: () => true }; + const options = { + // Usually this would return a new pseudo-random number each time, but for the sake of this test we + // just want to make sure that the number we return actually has an impact on the iteration count picked. + // A value of 0.2 should always result in an iteration count of 3. + random: () => 0.2 + }; + const tree = new mistreevous.BehaviourTree(definition, agent, options); + + let node = findNode(tree, "repeat", "REPEAT 2x-10x"); + assert.exists(node); + assert.strictEqual(node.state, mistreevous.State.READY); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "repeat", "REPEAT 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.SUCCEEDED); + }); + }); }); }); diff --git a/test/nodes/decorator/retry.test.js b/test/nodes/decorator/retry.test.js index 2b6e3ca..5076c76 100644 --- a/test/nodes/decorator/retry.test.js +++ b/test/nodes/decorator/retry.test.js @@ -1,5 +1,6 @@ const mistreevous = require("../../../dist/index"); const chai = require("chai"); +const sinon = require("sinon"); var assert = chai.assert; @@ -19,12 +20,22 @@ describe("A Retry node", () => { }); describe("when updated as part of a tree step", () => { + var sandbox; + + beforeEach(() => { + sandbox = sinon.createSandbox(); + sandbox.replace(globalThis.Math, "random", () => 0.5); + }); + + afterEach(() => sandbox.restore()); + it("will move to the SUCCEEDED state if the child node moves to the SUCCEEDED state", () => { const definition = "root { retry { condition [someCondition] } }"; const agent = { someCondition: () => true }; const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "retry", "RETRY"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -39,6 +50,7 @@ describe("A Retry node", () => { const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "retry", "RETRY"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -47,12 +59,13 @@ describe("A Retry node", () => { assert.strictEqual(node.state, mistreevous.State.RUNNING); }); - it("and a maximum attempt node argument is defined will attempt to re-run the child node until the maximum attempt is reached", () => { + it("and an attempt count node argument is defined will attempt to re-run the child node until the attempt count is reached", () => { const definition = "root { retry [3] { condition [someCondition] } }"; const agent = { someCondition: () => false }; const tree = new mistreevous.BehaviourTree(definition, agent); let node = findNode(tree, "retry", "RETRY 3x"); + assert.exists(node); assert.strictEqual(node.state, mistreevous.State.READY); tree.step(); @@ -75,5 +88,79 @@ describe("A Retry node", () => { node = findNode(tree, "retry", "RETRY 3x"); assert.strictEqual(node.state, mistreevous.State.FAILED); }); + + describe("and minumum and maximum attempt count node arguments are defined", () => { + it("and if the 'random' behaviour tree option is not defined will pick an attempt count from between the minimum and maximum bounds using Math.random", () => { + // We have spied on Math.random to always return 0.5 for the sake of this test, so our attempt count should always be 4. + const definition = "root { retry [2, 6] { condition [someCondition] } }"; + const agent = { someCondition: () => false }; + const tree = new mistreevous.BehaviourTree(definition, agent); + + let node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.exists(node); + assert.strictEqual(node.state, mistreevous.State.READY); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-6x"); + assert.strictEqual(node.state, mistreevous.State.FAILED); + }); + + it("and if the 'random' behaviour tree option is defined will use it to pick an attempt count from between the minimum and maximum bounds", () => { + const definition = "root { retry [2, 10] { condition [someCondition] } }"; + const agent = { someCondition: () => false }; + const options = { + // Usually this would return a new pseudo-random number each time, but for the sake of this test we + // just want to make sure that the number we return actually has an impact on the attempt count picked. + // A value of 0.2 should always result in an attempt count of 3. + random: () => 0.2 + }; + const tree = new mistreevous.BehaviourTree(definition, agent, options); + + let node = findNode(tree, "retry", "RETRY 2x-10x"); + assert.exists(node); + assert.strictEqual(node.state, mistreevous.State.READY); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.RUNNING); + + tree.step(); + + node = findNode(tree, "retry", "RETRY 2x-10x"); + assert.strictEqual(node.state, mistreevous.State.FAILED); + }); + }); }); }); From adc8cf8ea15e47fde34c9d1eabfb0e70aae2fbf1 Mon Sep 17 00:00:00 2001 From: Nikolas Howard Date: Tue, 1 Aug 2023 08:36:57 +0100 Subject: [PATCH 3/4] 3.2.0 --- README.md | 3 ++- package-lock.json | 8 ++++---- package.json | 2 +- 3 files changed, 7 insertions(+), 6 deletions(-) diff --git a/README.md b/README.md index f503364..562b233 100644 --- a/README.md +++ b/README.md @@ -78,7 +78,7 @@ The `BehaviourTree` constructor can take an options object as an argument, the p | Option |Type | Description | | :--------------------|:- |:- | | getDeltaTime |() => number| A function returning a delta time in seconds that is used to calculate the elapsed duration of any `wait` nodes. If this function is not defined then `Date().getTime()` is used instead by default. | -| random |() => number| A function returning a floating-point number between 0 (inclusive) and 1 (exclusive). If defined, this function is used to source a pseudo-random number to use in operations such as the selection of active children for any `lotto` nodes and the selection of durations for `wait` nodes when minimum and maximum durations are defined. If not defined then `Math.random` will be used instead by default. This function can be useful in seeding all random numbers used in the running of a tree instance to make any behaviour completely deterministic. | +| random |() => number| A function returning a floating-point number between 0 (inclusive) and 1 (exclusive). If defined, this function is used to source a pseudo-random number to use in operations such as the selection of active children for any `lotto` nodes as well as the selection of durations for `wait` nodes, iterations for `repeat` nodes and attempts for `retry` nodes when minimum and maximum bounds are defined. If not defined then `Math.random` will be used instead by default. This function can be useful in seeding all random numbers used in the running of a tree instance to make any behaviour completely deterministic. | # Nodes @@ -666,6 +666,7 @@ A practical look at behaviour trees and a good example of modelling behaviour fo ## Version History | Version | Notes | | -------------- |:----------------------------------------------------------------------------------------| +| 3.2.0 | The 'random' function option is used for iteration and attempt selection for `repeat` and `retry` nodes respectively when minimum and maximum bounds are defined | | 3.1.0 | Added 'random' function option to allow users to provide psuedo-random numbers for use in operations such as `lotto` node child selection and wait node duration selection when a minimum and maximum duration are defined. Wait nodes will now remain in the running state indefinitely until they are aborted if no duration is defined for them | | 3.0.0 | Converted to Typescript | | 2.3.0 | Added Global Functions and Subtrees | diff --git a/package-lock.json b/package-lock.json index 094aa76..819d4b2 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,6 +1,6 @@ { "name": "mistreevous", - "version": "3.1.0", + "version": "3.2.0", "lockfileVersion": 1, "requires": true, "dependencies": { @@ -708,7 +708,7 @@ }, "expect": { "version": "25.5.0", - "resolved": false, + "resolved": "", "integrity": "sha512-w7KAXo0+6qqZZhovCaBVPSIqQp7/UTcx4M9uKt2m6pd2VB1voyC8JizLRqeEqud3AAVP02g+hbErDu5gu64tlA==", "dev": true, "requires": { @@ -1687,7 +1687,7 @@ }, "prettier": { "version": "2.7.1", - "resolved": false, + "resolved": "", "integrity": "sha512-ujppO+MkdPqoVINuDFDRLClm7D78qbDt0/NR+wp5FqEZOoTNAjPHWj17QRhu7geIHJfcNhRk1XVQmF8Bp3ye+g==", "dev": true }, @@ -1821,7 +1821,7 @@ }, "should": { "version": "1.3.0", - "resolved": false, + "resolved": "", "integrity": "sha1-ILcaCbXtFhRrkDAivTBu8zLv6HM=", "dev": true }, diff --git a/package.json b/package.json index 29dccf9..edf7641 100644 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "mistreevous", - "version": "3.1.0", + "version": "3.2.0", "description": "A tool to build behaviour trees in JavaScript", "main": "dist/index.js", "types": "dist/index.d.ts", From bd49bf8bd36a0e7cb5594aee900da04ab9e9154d Mon Sep 17 00:00:00 2001 From: Nikolas Howard Date: Sat, 9 Sep 2023 12:00:28 +0100 Subject: [PATCH 4/4] Added specs and tidied --- dist/bundle.js | 7 +++---- dist/bundle.js.map | 4 ++-- dist/index.js | 7 +++---- dist/index.js.map | 4 ++-- src/BehaviourTree.ts | 2 +- src/RootAstNodesBuilder.ts | 5 +++-- test/behaviourTree.test.js | 2 +- 7 files changed, 15 insertions(+), 16 deletions(-) diff --git a/dist/bundle.js b/dist/bundle.js index a16dc6a..82f3ec6 100644 --- a/dist/bundle.js +++ b/dist/bundle.js @@ -1575,7 +1575,7 @@ var mistreevous = (() => { break; } default: { - throw new Error("unexpected token: " + token); + throw new Error(`unexpected token '${token}'`); } } } @@ -1621,7 +1621,7 @@ var mistreevous = (() => { var tokenMatchesExpectation = [].concat(expected).some((item) => popped.toUpperCase() === item.toUpperCase()); if (!tokenMatchesExpectation) { const expectationString = [].concat(expected).map((item) => "'" + item + "'").join(" or "); - throw new Error("unexpected token found. Expected " + expectationString + " but got '" + popped + "'"); + throw new Error(`unexpected token found. Expected '${expectationString}' but got '${popped}'`); } } return popped; @@ -1823,8 +1823,7 @@ var mistreevous = (() => { BehaviourTree.applyLeafNodeGuardPaths(rootNode); return rootNode; } catch (exception) { - throw new Error(`error parsing tree: ${exception.message} -${exception.stack}`); + throw new Error(`error parsing tree: ${exception.message}`); } } static applyLeafNodeGuardPaths(rootNode) { diff --git a/dist/bundle.js.map b/dist/bundle.js.map index fb95ac0..60beb25 100644 --- a/dist/bundle.js.map +++ b/dist/bundle.js.map @@ -1,7 +1,7 @@ { "version": 3, "sources": ["../node_modules/lotto-draw/dist/Participant.js", "../node_modules/lotto-draw/dist/Utilities.js", "../node_modules/lotto-draw/dist/Lotto.js", "../node_modules/lotto-draw/dist/createLotto.js", "../node_modules/lotto-draw/dist/index.js", "../src/index.ts", "../src/attributes/guards/GuardUnsatisifedException.ts", "../src/attributes/guards/GuardPath.ts", "../src/State.ts", "../src/nodes/Node.ts", "../src/nodes/leaf/Leaf.ts", "../src/Lookup.ts", "../src/nodes/leaf/Action.ts", "../src/nodes/leaf/Condition.ts", "../src/nodes/leaf/Wait.ts", "../src/nodes/decorator/Decorator.ts", "../src/nodes/decorator/Root.ts", "../src/nodes/decorator/Repeat.ts", "../src/nodes/decorator/Retry.ts", "../src/nodes/decorator/Flip.ts", "../src/nodes/decorator/Succeed.ts", "../src/nodes/decorator/Fail.ts", "../src/nodes/composite/Lotto.ts", "../src/nodes/composite/Composite.ts", "../src/nodes/composite/Selector.ts", "../src/nodes/composite/Sequence.ts", "../src/nodes/composite/Parallel.ts", "../src/attributes/Attribute.ts", "../src/attributes/guards/Guard.ts", "../src/attributes/guards/While.ts", "../src/attributes/guards/Until.ts", "../src/attributes/callbacks/Callback.ts", "../src/attributes/callbacks/Entry.ts", "../src/attributes/callbacks/Exit.ts", "../src/attributes/callbacks/Step.ts", "../src/RootAstNodesBuilder.ts", "../src/BehaviourTree.ts"], - "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node into the flattened nodes array.\n flattenedTreeNodes.push({\n id: node.getUid(),\n type: node.getType(),\n caption: node.getName(),\n state: node.getState(),\n guards,\n callbacks,\n args: node.getArguments(),\n parentId: parentUid\n });\n\n // Process each of the nodes children if it is not a leaf node.\n if (!node.isLeafNode()) {\n (node as Composite | Decorator)\n .getChildren()\n .forEach((child) => processNode(child, (node as Composite | Decorator).getUid()));\n }\n };\n\n // Convert the nested node structure into a flattened array of node details.\n processNode(this.rootNode, null);\n\n return flattenedTreeNodes;\n }\n\n /**\n * Registers the action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the function or subtree to register.\n * @param value The function or subtree definition to register.\n */\n static register(name: string, value: GlobalFunction | string) {\n if (typeof value === \"function\") {\n // We are going to register a action/condition/guard/callback function.\n Lookup.setFunc(name, value);\n } else if (typeof value === \"string\") {\n // We are going to register a subtree.\n let rootASTNodes: RootAstNode[];\n\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n rootASTNodes = buildRootASTNodes(value);\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error registering definition: ${(exception as Error).message}`);\n }\n\n // This function should only ever be called with a definition containing a single unnamed root node.\n if (rootASTNodes.length != 1 || rootASTNodes[0].name !== null) {\n throw new Error(\"error registering definition: expected a single unnamed root node\");\n }\n\n Lookup.setSubtree(name, rootASTNodes[0]);\n } else {\n throw new Error(\"unexpected value, expected string definition or function\");\n }\n }\n\n /**\n * Unregisters the registered action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the registered action/condition/guard/callback function or subtree to unregister.\n */\n static unregister(name: string): void {\n Lookup.remove(name);\n }\n\n /**\n * Unregister all registered action/condition/guard/callback functions and subtrees.\n */\n static unregisterAll(): void {\n Lookup.empty();\n }\n\n /**\n * Parses a behaviour tree definition and creates a tree of behaviour tree nodes.\n * @param {string} definition The behaviour tree definition.\n * @returns The root behaviour tree node.\n */\n private static createRootNode(definition: string): Root {\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n const rootASTNodes = buildRootASTNodes(definition);\n\n // Create a symbol to use as the main root key in our root node mapping.\n const mainRootNodeKey = Symbol(\"__root__\");\n\n // Create a mapping of root node names to root AST tokens. The main root node will have a key of Symbol(\"__root__\").\n const rootNodeMap: { [key: string | symbol]: RootAstNode } = {};\n for (const rootASTNode of rootASTNodes) {\n rootNodeMap[rootASTNode.name === null ? mainRootNodeKey : rootASTNode.name!] = rootASTNode;\n }\n\n // Convert the AST to our actual tree and get the root node.\n const rootNode: Root = rootNodeMap[mainRootNodeKey].createNodeInstance(\n // Create a provider for named root nodes that are part of our definition or have been registered. Prioritising the former.\n (name: string): RootAstNode => (rootNodeMap[name] ? rootNodeMap[name] : Lookup.getSubtree(name)),\n []\n );\n\n // Set a guard path on every leaf of the tree to evaluate as part of its update.\n BehaviourTree.applyLeafNodeGuardPaths(rootNode);\n\n // Return the root node.\n return rootNode;\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error parsing tree: ${(exception as Error).message}\\n${(exception as Error).stack}`);\n }\n }\n\n /**\n * Applies a guard path to every leaf of the tree to evaluate as part of each update.\n * @param rootNode The main root tree node.\n */\n private static applyLeafNodeGuardPaths(rootNode: Root) {\n const nodePaths: Node[][] = [];\n\n const findLeafNodes = (path: Node[], node: Node) => {\n // Add the current node to the path.\n path = path.concat(node);\n\n // Check whether the current node is a leaf node.\n if (node.isLeafNode()) {\n nodePaths.push(path);\n } else {\n (node as Composite | Decorator).getChildren().forEach((child) => findLeafNodes(path, child));\n }\n };\n\n // Find all leaf node paths, starting from the root.\n findLeafNodes([], rootNode);\n\n nodePaths.forEach((path) => {\n // Each node in the current path will have to be assigned a guard path, working from the root outwards.\n for (let depth = 0; depth < path.length; depth++) {\n // Get the node in the path at the current depth.\n const currentNode = path[depth];\n\n // The node may already have been assigned a guard path, if so just skip it.\n if (currentNode.hasGuardPath()) {\n continue;\n }\n\n // Create the guard path for the current node.\n const guardPath = new GuardPath(\n path\n .slice(0, depth + 1)\n .map((node) => ({ node, guards: node.getGuardAttributes() }))\n .filter((details) => details.guards.length > 0)\n );\n\n // Assign the guard path to the current node.\n currentNode.setGuardPath(guardPath);\n }\n });\n }\n}\n"], - "mappings": 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+ "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(`unexpected token '${token}'`);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n\n throw new Error(`unexpected token found. Expected '${expectationString}' but got '${popped}'`);\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node into the flattened nodes array.\n flattenedTreeNodes.push({\n id: node.getUid(),\n type: node.getType(),\n caption: node.getName(),\n state: node.getState(),\n guards,\n callbacks,\n args: node.getArguments(),\n parentId: parentUid\n });\n\n // Process each of the nodes children if it is not a leaf node.\n if (!node.isLeafNode()) {\n (node as Composite | Decorator)\n .getChildren()\n .forEach((child) => processNode(child, (node as Composite | Decorator).getUid()));\n }\n };\n\n // Convert the nested node structure into a flattened array of node details.\n processNode(this.rootNode, null);\n\n return flattenedTreeNodes;\n }\n\n /**\n * Registers the action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the function or subtree to register.\n * @param value The function or subtree definition to register.\n */\n static register(name: string, value: GlobalFunction | string) {\n if (typeof value === \"function\") {\n // We are going to register 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registered action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the registered action/condition/guard/callback function or subtree to unregister.\n */\n static unregister(name: string): void {\n Lookup.remove(name);\n }\n\n /**\n * Unregister all registered action/condition/guard/callback functions and subtrees.\n */\n static unregisterAll(): void {\n Lookup.empty();\n }\n\n /**\n * Parses a behaviour tree definition and creates a tree of behaviour tree nodes.\n * @param {string} definition The behaviour tree definition.\n * @returns The root behaviour tree node.\n */\n private static createRootNode(definition: string): Root {\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n const rootASTNodes = buildRootASTNodes(definition);\n\n // Create a symbol to use as the main root key in our root node mapping.\n const mainRootNodeKey = Symbol(\"__root__\");\n\n // 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Prioritising the former.\n (name: string): RootAstNode => (rootNodeMap[name] ? rootNodeMap[name] : Lookup.getSubtree(name)),\n []\n );\n\n // Set a guard path on every leaf of the tree to evaluate as part of its update.\n BehaviourTree.applyLeafNodeGuardPaths(rootNode);\n\n // Return the root node.\n return rootNode;\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error parsing tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Applies a guard path to every leaf of the tree to evaluate as part of each update.\n * @param rootNode The main root tree node.\n */\n private static applyLeafNodeGuardPaths(rootNode: Root) {\n const nodePaths: Node[][] = [];\n\n const findLeafNodes = (path: Node[], node: Node) => {\n // Add the current node to the path.\n path = path.concat(node);\n\n // Check whether the current node is a leaf node.\n if (node.isLeafNode()) {\n nodePaths.push(path);\n } else {\n (node as Composite | 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"names": ["Participant", "Lotto", "createLotto", "State", "createLotto"] } diff --git a/dist/index.js b/dist/index.js index 8a616e9..5915643 100644 --- a/dist/index.js +++ b/dist/index.js @@ -1575,7 +1575,7 @@ function buildRootASTNodes(definition) { break; } default: { - throw new Error("unexpected token: " + token); + throw new Error(`unexpected token '${token}'`); } } } @@ -1621,7 +1621,7 @@ function popAndCheck(tokens, expected) { var tokenMatchesExpectation = [].concat(expected).some((item) => popped.toUpperCase() === item.toUpperCase()); if (!tokenMatchesExpectation) { const expectationString = [].concat(expected).map((item) => "'" + item + "'").join(" or "); - throw new Error("unexpected token found. Expected " + expectationString + " but got '" + popped + "'"); + throw new Error(`unexpected token found. Expected '${expectationString}' but got '${popped}'`); } } return popped; @@ -1823,8 +1823,7 @@ var BehaviourTree = class { BehaviourTree.applyLeafNodeGuardPaths(rootNode); return rootNode; } catch (exception) { - throw new Error(`error parsing tree: ${exception.message} -${exception.stack}`); + throw new Error(`error parsing tree: ${exception.message}`); } } static applyLeafNodeGuardPaths(rootNode) { diff --git a/dist/index.js.map b/dist/index.js.map index 0569007..32e48d6 100644 --- a/dist/index.js.map +++ b/dist/index.js.map @@ -1,7 +1,7 @@ { "version": 3, "sources": ["../node_modules/lotto-draw/dist/Participant.js", "../node_modules/lotto-draw/dist/Utilities.js", "../node_modules/lotto-draw/dist/Lotto.js", "../node_modules/lotto-draw/dist/createLotto.js", "../node_modules/lotto-draw/dist/index.js", "../src/index.ts", "../src/attributes/guards/GuardUnsatisifedException.ts", "../src/attributes/guards/GuardPath.ts", "../src/State.ts", "../src/nodes/Node.ts", "../src/nodes/leaf/Leaf.ts", "../src/Lookup.ts", "../src/nodes/leaf/Action.ts", "../src/nodes/leaf/Condition.ts", "../src/nodes/leaf/Wait.ts", "../src/nodes/decorator/Decorator.ts", "../src/nodes/decorator/Root.ts", "../src/nodes/decorator/Repeat.ts", "../src/nodes/decorator/Retry.ts", "../src/nodes/decorator/Flip.ts", "../src/nodes/decorator/Succeed.ts", "../src/nodes/decorator/Fail.ts", "../src/nodes/composite/Lotto.ts", "../src/nodes/composite/Composite.ts", "../src/nodes/composite/Selector.ts", "../src/nodes/composite/Sequence.ts", "../src/nodes/composite/Parallel.ts", "../src/attributes/Attribute.ts", "../src/attributes/guards/Guard.ts", "../src/attributes/guards/While.ts", "../src/attributes/guards/Until.ts", "../src/attributes/callbacks/Callback.ts", "../src/attributes/callbacks/Entry.ts", "../src/attributes/callbacks/Exit.ts", "../src/attributes/callbacks/Step.ts", "../src/RootAstNodesBuilder.ts", "../src/BehaviourTree.ts"], - "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(\"unexpected token: \" + token);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n throw new Error(\"unexpected token found. Expected \" + expectationString + \" but got '\" + popped + \"'\");\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node into the flattened nodes array.\n flattenedTreeNodes.push({\n id: node.getUid(),\n type: node.getType(),\n caption: node.getName(),\n state: node.getState(),\n guards,\n callbacks,\n args: node.getArguments(),\n parentId: parentUid\n });\n\n // Process each of the nodes children if it is not a leaf node.\n if (!node.isLeafNode()) {\n (node as Composite | Decorator)\n .getChildren()\n .forEach((child) => processNode(child, (node as Composite | Decorator).getUid()));\n }\n };\n\n // Convert the nested node structure into a flattened array of node details.\n processNode(this.rootNode, null);\n\n return flattenedTreeNodes;\n }\n\n /**\n * Registers the action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the function or subtree to register.\n * @param value The function or subtree definition to register.\n */\n static register(name: string, value: GlobalFunction | string) {\n if (typeof value === \"function\") {\n // We are going to register a action/condition/guard/callback function.\n Lookup.setFunc(name, value);\n } else if (typeof value === \"string\") {\n // We are going to register a subtree.\n let rootASTNodes: RootAstNode[];\n\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n rootASTNodes = buildRootASTNodes(value);\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error registering definition: ${(exception as Error).message}`);\n }\n\n // This function should only ever be called with a definition containing a single unnamed root node.\n if (rootASTNodes.length != 1 || rootASTNodes[0].name !== null) {\n throw new Error(\"error registering definition: expected a single unnamed root node\");\n }\n\n Lookup.setSubtree(name, rootASTNodes[0]);\n } else {\n throw new Error(\"unexpected value, expected string definition or function\");\n }\n }\n\n /**\n * Unregisters the registered action/condition/guard/callback function or subtree with the given name.\n * @param name The name of the registered action/condition/guard/callback function or subtree to unregister.\n */\n static unregister(name: string): void {\n Lookup.remove(name);\n }\n\n /**\n * Unregister all registered action/condition/guard/callback functions and subtrees.\n */\n static unregisterAll(): void {\n Lookup.empty();\n }\n\n /**\n * Parses a behaviour tree definition and creates a tree of behaviour tree nodes.\n * @param {string} definition The behaviour tree definition.\n * @returns The root behaviour tree node.\n */\n private static createRootNode(definition: string): Root {\n try {\n // Try to create the behaviour tree AST based on the definition provided, this could fail if the definition is invalid.\n const rootASTNodes = buildRootASTNodes(definition);\n\n // Create a symbol to use as the main root key in our root node mapping.\n const mainRootNodeKey = Symbol(\"__root__\");\n\n // Create a mapping of root node names to root AST tokens. The main root node will have a key of Symbol(\"__root__\").\n const rootNodeMap: { [key: string | symbol]: RootAstNode } = {};\n for (const rootASTNode of rootASTNodes) {\n rootNodeMap[rootASTNode.name === null ? mainRootNodeKey : rootASTNode.name!] = rootASTNode;\n }\n\n // Convert the AST to our actual tree and get the root node.\n const rootNode: Root = rootNodeMap[mainRootNodeKey].createNodeInstance(\n // Create a provider for named root nodes that are part of our definition or have been registered. Prioritising the former.\n (name: string): RootAstNode => (rootNodeMap[name] ? rootNodeMap[name] : Lookup.getSubtree(name)),\n []\n );\n\n // Set a guard path on every leaf of the tree to evaluate as part of its update.\n BehaviourTree.applyLeafNodeGuardPaths(rootNode);\n\n // Return the root node.\n return rootNode;\n } catch (exception) {\n // There was an issue in trying to parse and build the tree definition.\n throw new Error(`error parsing tree: ${(exception as Error).message}\\n${(exception as Error).stack}`);\n }\n }\n\n /**\n * Applies a guard path to every leaf of the tree to evaluate as part of each update.\n * @param rootNode The main root tree node.\n */\n private static applyLeafNodeGuardPaths(rootNode: Root) {\n const nodePaths: Node[][] = [];\n\n const findLeafNodes = (path: Node[], node: Node) => {\n // Add the current node to the path.\n path = path.concat(node);\n\n // Check whether the current node is a leaf node.\n if (node.isLeafNode()) {\n nodePaths.push(path);\n } else {\n (node as Composite | Decorator).getChildren().forEach((child) => findLeafNodes(path, child));\n }\n };\n\n // Find all leaf node paths, starting from the root.\n findLeafNodes([], rootNode);\n\n nodePaths.forEach((path) => {\n // Each node in the current path will have to be assigned a guard path, working from the root outwards.\n for (let depth = 0; depth < path.length; depth++) {\n // Get the node in the path at the current depth.\n const currentNode = path[depth];\n\n // The node may already have been assigned a guard path, if so just skip it.\n if (currentNode.hasGuardPath()) {\n continue;\n }\n\n // Create the guard path for the current node.\n const guardPath = new GuardPath(\n path\n .slice(0, depth + 1)\n .map((node) => ({ node, guards: node.getGuardAttributes() }))\n .filter((details) => details.guards.length > 0)\n );\n\n // Assign the guard path to the current node.\n currentNode.setGuardPath(guardPath);\n }\n });\n }\n}\n"], - "mappings": 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+ "sourcesContent": ["\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Participant = void 0;\r\n/**\r\n * A participant that holds a number of tickets.\r\n */\r\nvar Participant = /** @class */ (function () {\r\n /**\r\n * Creates an instance of the Participant class.\r\n * @param participant The actual participant.\r\n * @param tickets The number of tickets held by the participant.\r\n */\r\n function Participant(participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n this._participant = participant;\r\n this._tickets = tickets;\r\n }\r\n Object.defineProperty(Participant.prototype, \"participant\", {\r\n /** Gets the actual participant. */\r\n get: function () {\r\n return this._participant;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n Object.defineProperty(Participant.prototype, \"tickets\", {\r\n /** Gets or sets the number of tickets held by the participant. */\r\n get: function () {\r\n return this._tickets;\r\n },\r\n set: function (value) {\r\n this._tickets = value;\r\n },\r\n enumerable: false,\r\n configurable: true\r\n });\r\n return Participant;\r\n}());\r\nexports.Participant = Participant;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.isNaturalNumber = exports.isNullOrUndefined = void 0;\r\n/**\r\n * Gets whether the value provided is null or undefined.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is null or undefined.\r\n */\r\nfunction isNullOrUndefined(value) {\r\n return value === null || value === undefined;\r\n}\r\nexports.isNullOrUndefined = isNullOrUndefined;\r\n/**\r\n * Gets whether the value provided is a natural number.\r\n * @param value The value to check.\r\n * @returns Whether the value provided is a natural number.\r\n */\r\nfunction isNaturalNumber(value) {\r\n return typeof value === \"number\" && value >= 1 && Math.floor(value) === value;\r\n}\r\nexports.isNaturalNumber = isNaturalNumber;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.Lotto = void 0;\r\nvar Participant_1 = require(\"./Participant\");\r\nvar Utilities_1 = require(\"./Utilities\");\r\n/**\r\n * Represents a lotto consisting of a number of pickable ticket-holding participants.\r\n */\r\nvar Lotto = /** @class */ (function () {\r\n /**\r\n * Creates a new instance of Lotto.\r\n * @param customRandom The custom RNG to use in place of Math.random().\r\n */\r\n function Lotto(customRandom) {\r\n /** The array of participants that are holding tickets in the lotto. */\r\n this._participants = [];\r\n this._customRandom = customRandom;\r\n }\r\n /**\r\n * Adds a participant with the specified number of tickets, or adds to the participant ticket count if the participant already holds tickets.\r\n * @param participant The participant to add or to increase the ticket count for if they already hold tickets.\r\n * @param tickets The number of tickets, defaults to 1.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.add = function (participant, tickets) {\r\n if (tickets === void 0) { tickets = 1; }\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n // Check whether this participant has already been added.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n if (existingParticipant) {\r\n // The participant has already been added to the lotto so just add to their ticket count.\r\n existingParticipant.tickets += tickets;\r\n }\r\n else {\r\n // The participant is not part of the lotto so we should add them.\r\n this._participants.push(new Participant_1.Participant(participant, tickets));\r\n }\r\n return this;\r\n };\r\n /**\r\n * Removes the specified number of tickets for the given participant from the draw, or all tickets if a ticket number is not defined.\r\n * @param participant The participant to remove tickets for.\r\n * @param tickets The number of tickets to remove, or undefined if all tickets are to be removed.\r\n * @returns The Lotto instance.\r\n */\r\n Lotto.prototype.remove = function (participant, tickets) {\r\n // Attempt to get the existing participant.\r\n var existingParticipant = this._participants.find(function (part) { return part.participant === participant; });\r\n // There is nothing to do if the specified participant isn't even part of the lotto.\r\n if (!existingParticipant) {\r\n return this;\r\n }\r\n // Check whether a tickets value was given.\r\n if (tickets !== undefined) {\r\n // Check that we have a valid ticket count.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n existingParticipant.tickets -= tickets;\r\n // If the participant no longer holds any tickets then they should be removed.\r\n if (existingParticipant.tickets < 1) {\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n }\r\n else {\r\n // We are removing all tickets for the participant so just remove them from the lotto.\r\n this._participants = this._participants.filter(function (part) { return part !== existingParticipant; });\r\n }\r\n return this;\r\n };\r\n /**\r\n * Draw a winning ticket and return the participant that holds the ticket.\r\n * @param options The draw options.\r\n * @returns The participant that holds the winning ticket.\r\n */\r\n Lotto.prototype.draw = function (options) {\r\n if (options === void 0) { options = {}; }\r\n // If we have no participants then just return null.\r\n if (this._participants.length === 0) {\r\n return null;\r\n }\r\n var redrawable = (0, Utilities_1.isNullOrUndefined)(options.redrawable) ? true : options.redrawable;\r\n var pickable = [];\r\n this._participants.forEach(function (_a) {\r\n var participant = _a.participant, tickets = _a.tickets;\r\n for (var ticketCount = 0; ticketCount < tickets; ticketCount++) {\r\n pickable.push(participant);\r\n }\r\n });\r\n var random;\r\n // We need a random floating-point number between 0 (inclusive) and 1 to scale up to pick our winner.\r\n // If a custom random function exists then we should use that or fall back to Math.random().\r\n if (this._customRandom) {\r\n // Call our custom random function to get a random floating-point number.\r\n random = this._customRandom();\r\n // Verify that the result of calling our custom random function is a number between 0 (inclusive) and 1.\r\n if (typeof random !== \"number\" || random < 0 || random >= 1) {\r\n throw new Error(\"the 'random' function provided did not return a number between 0 (inclusive) and 1\");\r\n }\r\n }\r\n else {\r\n // No custom random function was defined so just use good ol' Math.random().\r\n random = Math.random();\r\n }\r\n // Pick a winning participant.\r\n var winner = pickable[Math.floor(random * pickable.length)];\r\n // If the ticket isn't redrawable then we should remove a ticket from the winning participants ticket count.\r\n if (!redrawable) {\r\n this.remove(winner, 1);\r\n }\r\n // Return the winning participant.\r\n return winner;\r\n };\r\n /**\r\n * Draws multiple winning tickets and return an array of the participants that hold the winning tickets.\r\n * @param tickets The number of winning tickets to draw.\r\n * @param options The draw multiple options.\r\n * @returns An array of the participants that hold the winning tickets.\r\n */\r\n Lotto.prototype.drawMultiple = function (tickets, options) {\r\n if (options === void 0) { options = {}; }\r\n var uniqueResults = (0, Utilities_1.isNullOrUndefined)(options.unique) ? false : options.unique;\r\n // Handle cases where the user has asked for zero tickets (no idea why they would do this be we should trust them).\r\n if (tickets === 0) {\r\n return [];\r\n }\r\n // Now that we know out tickets value is not zero we should check that it is a valid natural number.\r\n if (!(0, Utilities_1.isNaturalNumber)(tickets)) {\r\n throw new Error(\"tickets value must be a natural number\");\r\n }\r\n var result = [];\r\n // Keep drawing tickets until we either reach the number of required tickets or we simply run out of tickets to draw.\r\n // We can run out of tickets to draw if 'options.redrawable' is explicity 'false' or we just had no participants when 'drawMultiple' was called.\r\n while (result.length < tickets && this._participants.length > 0) {\r\n result.push(this.draw(options));\r\n }\r\n // If the 'unique' draw option is set then we need to remove duplicates from the result list.\r\n if (uniqueResults) {\r\n // Create an array to store our unique results.\r\n var unique = [];\r\n // Iterate over all of our participants (with potential duplicates) and populate our array of unique values.\r\n for (var _i = 0, result_1 = result; _i < result_1.length; _i++) {\r\n var participant = result_1[_i];\r\n if (unique.indexOf(participant) === -1) {\r\n unique.push(participant);\r\n }\r\n }\r\n result = unique;\r\n }\r\n return result;\r\n };\r\n return Lotto;\r\n}());\r\nexports.Lotto = Lotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nexports.createLotto = void 0;\r\nvar Lotto_1 = require(\"./Lotto\");\r\n/**\r\n * A function that creates and returns a Lotto instance.\r\n * @param participantsOrOptions An array of initial participants or options relating to the creation of a Lotto instance.\r\n * @returns A new Lotto instance.\r\n */\r\nfunction createLotto(participantsOrOptions) {\r\n // If no initial participants or lotto options were provided as an argument then we can just return a new lotto instance now.\r\n if (!participantsOrOptions) {\r\n return new Lotto_1.Lotto();\r\n }\r\n // Check whether we were provided with an array of initial participants or a lotto options object.\r\n if (Array.isArray(participantsOrOptions)) {\r\n // We are dealing with a pre-defined array of participants.\r\n var participants = participantsOrOptions;\r\n var lotto_1 = new Lotto_1.Lotto();\r\n // If the lotto participants have been defined upfront then we will need to add them all to our lotto instance now.\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_1.add(participant, tokens);\r\n });\r\n // Return the Lotto instance.\r\n return lotto_1;\r\n }\r\n else {\r\n // We are dealing with some lotto options.\r\n var random = participantsOrOptions.random, participants = participantsOrOptions.participants;\r\n // Create a Lotto instance passing the custom RNG function to use in place of Math.random() (which could be undefined).\r\n var lotto_2 = new Lotto_1.Lotto(random);\r\n // If the lotto participants have been defined upfront as part of the options then we will need to add them all to our lotto instance now.\r\n if (participants) {\r\n participants.forEach(function (_a) {\r\n var participant = _a[0], tokens = _a[1];\r\n return lotto_2.add(participant, tokens);\r\n });\r\n }\r\n // Return the Lotto instance.\r\n return lotto_2;\r\n }\r\n}\r\nexports.createLotto = createLotto;\r\n", "\"use strict\";\r\nObject.defineProperty(exports, \"__esModule\", { value: true });\r\nvar createLotto_1 = require(\"./createLotto\");\r\nexports.default = createLotto_1.createLotto;\r\n", "import { BehaviourTree, FlattenedTreeNode } from \"./BehaviourTree\";\nimport State from \"./State\";\n\nexport { BehaviourTree, State };\nexport type { FlattenedTreeNode };\n", "import Node from \"../../nodes/Node\";\n\n/**\n * An exception thrown when evaluating node guard path conditions and a conditions fails.\n */\nexport default class GuardUnsatisifedException extends Error {\n /**\n * @param source The node at which a guard condition failed.\n */\n constructor(private source: Node) {\n super(\"A guard path condition has failed\");\n }\n\n /**\n * Gets whether the specified node is the node at which a guard condition failed.\n * @param node The node to check against the source node.\n * @returns Whether the specified node is the node at which a guard condition failed.\n */\n isSourceNode = (node: Node) => node === this.source;\n}\n", "import { Agent } from \"../../Agent\";\nimport Guard from \"./Guard\";\nimport Node from \"../../nodes/Node\";\nimport GuardUnsatisifedException from \"./GuardUnsatisifedException\";\n\nexport type GuardPathPart = {\n node: Node;\n guards: Guard[];\n};\n\n/**\n * Represents a path of node guards along a root-to-leaf tree path.\n */\nexport default class GuardPath {\n /**\n * @param nodes An array of objects defining a node instance -> guard link, ordered by node depth.\n */\n constructor(private nodes: GuardPathPart[]) {}\n\n /**\n * Evaluate guard conditions for all guards in the tree path, moving outwards from the root.\n * @param agent The agent, required for guard evaluation.\n * @returns An evaluation results object.\n */\n evaluate = (agent: Agent) => {\n // We need to evaluate guard conditions for nodes up the tree, moving outwards from the root.\n for (const details of this.nodes) {\n // There can be multiple guards per node.\n for (const guard of details.guards) {\n // Check whether the guard condition passes, and throw an exception if not.\n if (!guard.isSatisfied(agent)) {\n throw new GuardUnsatisifedException(details.node);\n }\n }\n }\n };\n}\n", "/**\n * Enumeration of node state types.\n */\nexport enum State {\n READY = \"mistreevous.ready\",\n RUNNING = \"mistreevous.running\",\n SUCCEEDED = \"mistreevous.succeeded\",\n FAILED = \"mistreevous.failed\"\n}\n\nexport { State as default };\n\nexport type CompleteState = State.SUCCEEDED | State.FAILED;\nexport type AnyState = State.READY | State.RUNNING | CompleteState;\n", "import { Agent } from \"../Agent\";\nimport Attribute from \"../attributes/Attribute\";\nimport Entry from \"../attributes/callbacks/Entry\";\nimport Exit from \"../attributes/callbacks/Exit\";\nimport Step from \"../attributes/callbacks/Step\";\nimport Guard from \"../attributes/guards/Guard\";\nimport GuardPath from \"../attributes/guards/GuardPath\";\nimport GuardUnsatisifedException from \"../attributes/guards/GuardUnsatisifedException\";\nimport { BehaviourTreeOptions } from \"../BehaviourTreeOptions\";\nimport { AnyArgument } from \"../RootAstNodesBuilder\";\nimport State, { AnyState } from \"../State\";\nimport Leaf from \"./leaf/Leaf\";\n\n/**\n * A base node.\n */\nexport default abstract class Node {\n /**\n * The node uid.\n */\n private readonly uid: string = createNodeUid();\n /**\n * The node state.\n */\n private state: AnyState = State.READY;\n /**\n * The guard path to evaluate as part of a node update.\n */\n private guardPath: GuardPath | undefined;\n\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param args The node argument definitions.\n */\n constructor(private type: string, private attributes: Attribute[], private args: AnyArgument[]) {}\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected abstract onUpdate(agent: Agent, options: BehaviourTreeOptions): void;\n\n /**\n * Gets the name of the node.\n */\n public abstract getName(): string;\n\n /**\n * Gets whether this node is a leaf node.\n */\n public abstract isLeafNode: () => this is Leaf;\n\n /**\n * Gets/Sets the state of the node.\n */\n getState = (): AnyState => this.state;\n setState = (value: AnyState): void => {\n this.state = value;\n };\n\n /**\n * Gets the unique id of the node.\n */\n getUid = () => this.uid;\n\n /**\n * Gets the type of the node.\n */\n getType = () => this.type;\n\n /**\n * Gets the node attributes.\n */\n getAttributes = () => this.attributes;\n\n /**\n * Gets the node arguments.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the node attribute with the specified type, or null if it does not exist.\n */\n getAttribute(type: \"entry\" | \"ENTRY\"): Entry;\n getAttribute(type: \"exit\" | \"EXIT\"): Exit;\n getAttribute(type: \"step\" | \"STEP\"): Step;\n getAttribute(type: string): Attribute {\n return (\n this.getAttributes().filter((decorator) => decorator.getType().toUpperCase() === type.toUpperCase())[0] ||\n null\n );\n }\n\n /**\n * Gets the node attributes.\n */\n getGuardAttributes = (): Guard[] => this.getAttributes().filter((decorator) => decorator.isGuard()) as Guard[];\n\n /**\n * Sets the guard path to evaluate as part of a node update.\n */\n setGuardPath = (value: GuardPath) => (this.guardPath = value);\n\n /**\n * Gets whether a guard path is assigned to this node.\n */\n hasGuardPath = () => !!this.guardPath;\n\n /**\n * Gets whether this node is in the specified state.\n * @param value The value to compare to the node state.\n */\n public is(value: AnyState): boolean {\n return this.state === value;\n }\n\n /**\n * Reset the state of the node.\n */\n public reset(): void {\n this.setState(State.READY);\n }\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n public abort(agent: Agent): void {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n }\n\n /**\n * Update the node.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n * @returns The result of the update.\n */\n public update(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is already in a 'SUCCEEDED' or 'FAILED' state then there is nothing to do.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n return;\n }\n\n try {\n // Evaluate all of the guard path conditions for the current tree path.\n this.guardPath!.evaluate(agent);\n\n // If this node is in the READY state then call the ENTRY for this node if it exists.\n if (this.is(State.READY)) {\n this.getAttribute(\"entry\")?.callAgentFunction(agent);\n }\n\n this.getAttribute(\"step\")?.callAgentFunction(agent);\n\n // Do the actual update.\n this.onUpdate(agent, options);\n\n // If this node is now in a 'SUCCEEDED' or 'FAILED' state then call the EXIT for this node if it exists.\n if (this.is(State.SUCCEEDED) || this.is(State.FAILED)) {\n this.getAttribute(\"exit\")?.callAgentFunction(agent, this.is(State.SUCCEEDED), false);\n }\n } catch (error) {\n // If the error is a GuardUnsatisfiedException then we need to determine if this node is the source.\n if (error instanceof GuardUnsatisifedException && error.isSourceNode(this)) {\n // Abort the current node.\n this.abort(agent);\n\n // Any node that is the source of an abort will be a failed node.\n this.setState(State.FAILED);\n } else {\n throw error;\n }\n }\n }\n}\n\n/**\n * Create a randomly generated node uid.\n * @returns A randomly generated node uid.\n */\nfunction createNodeUid(): string {\n var S4 = function () {\n return (((1 + Math.random()) * 0x10000) | 0).toString(16).substring(1);\n };\n return S4() + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + \"-\" + S4() + S4() + S4();\n}\n", "import Node from \"../Node\";\n\n/**\n * A leaf node.\n */\nexport default abstract class Leaf extends Node {\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => true;\n}\n", "import { ActionResult, Agent, ExitFunctionArg, FunctionArg, GlobalFunction } from \"./Agent\";\nimport { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\n\n// Exit callbacks receive their own special type of argument.\n// There's probably stricter ways to represent this but it feels overly complex right now.\ntype ExitResultArg = { value: ExitFunctionArg };\nexport type AnyExitArgument = AnyArgument | ExitResultArg;\n\nexport type InvokerFunction = (args: AnyExitArgument[]) => ActionResult;\n\n/**\n * A singleton used to store and lookup registered functions and subtrees.\n */\nexport default class Lookup {\n /**\n * The object holding any registered functions keyed on function name.\n */\n private static functionTable: { [key: string]: GlobalFunction } = {};\n /**\n * The object holding any registered sub-trees keyed on tree name.\n */\n private static subtreeTable: { [key: string]: RootAstNode } = {};\n\n /**\n * Gets the function with the specified name.\n * @param name The name of the function.\n * @returns The function with the specified name.\n */\n public static getFunc(name: string): GlobalFunction {\n return this.functionTable[name];\n }\n\n /**\n * Sets the function with the specified name for later lookup.\n * @param name The name of the function.\n * @param func The function.\n */\n public static setFunc(name: string, func: GlobalFunction): void {\n this.functionTable[name] = func;\n }\n\n /**\n * Gets the function invoker for the specified agent and function name.\n * If a function with the specified name exists on the agent object then it will\n * be returned, otherwise we will then check the registered functions for a match.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param name The function name.\n * @returns The function invoker for the specified agent and function name.\n */\n static getFuncInvoker(agent: Agent, name: string): InvokerFunction | null {\n // Check whether the agent contains the specified function.\n const foundOnAgent = agent[name];\n if (foundOnAgent && typeof foundOnAgent === \"function\") {\n return (args: AnyExitArgument[]): boolean | ActionResult =>\n foundOnAgent.apply(\n agent,\n args.map((arg) => arg.value)\n );\n }\n\n // The agent does not contain the specified function but it may have been registered at some point.\n if (this.functionTable[name] && typeof this.functionTable[name] === \"function\") {\n return (args: AnyExitArgument[]) => this.functionTable[name](agent, ...args.map((arg) => arg.value));\n }\n\n // We have no function to invoke.\n return null;\n }\n\n /**\n * Gets the subtree with the specified name.\n * @param name The name of the subtree.\n * @returns The subtree with the specified name.\n */\n static getSubtree(name: string): RootAstNode {\n return this.subtreeTable[name];\n }\n\n /**\n * Sets the subtree with the specified name for later lookup.\n * @param name The name of the subtree.\n * @param subtree The subtree.\n */\n static setSubtree(name: string, subtree: RootAstNode) {\n this.subtreeTable[name] = subtree;\n }\n\n /**\n * Removes the registered function or subtree with the specified name.\n * @param name The name of the registered function or subtree.\n */\n static remove(name: string) {\n delete this.functionTable[name];\n delete this.subtreeTable[name];\n }\n\n /**\n * Remove all registered functions and subtrees.\n */\n static empty() {\n this.functionTable = {};\n this.subtreeTable = {};\n }\n}\n", "import Leaf from \"./Leaf\";\nimport State, { CompleteState } from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * An Action leaf node.\n * This represents an immediate or ongoing state of behaviour.\n */\nexport default class Action extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param actionName The action name.\n * @param actionArguments The array of action argument definitions.\n */\n constructor(attributes: Attribute[], private actionName: string, private actionArguments: AnyArgument[]) {\n super(\"action\", attributes, actionArguments);\n }\n\n /**\n * Whether there is a pending update promise.\n */\n private isUsingUpdatePromise = false;\n\n /**\n * The finished state result of an update promise.\n */\n private updatePromiseStateResult: CompleteState | null = null;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the result of this action depends on an update promise then there is nothing to do until\n // it resolves, unless there has been a value set as a result of the update promise resolving.\n if (this.isUsingUpdatePromise) {\n // Check whether the update promise has resolved with a state value.\n if (this.updatePromiseStateResult) {\n // Set the state of this node to match the state returned by the promise.\n this.setState(this.updatePromiseStateResult);\n }\n\n return;\n }\n\n // Attempt to get the invoker for the action function.\n const actionFuncInvoker = Lookup.getFuncInvoker(agent, this.actionName);\n\n // The action function should be defined.\n if (actionFuncInvoker === null) {\n throw new Error(\n `cannot update action node as the action '${this.actionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the action function, the result of which may be:\n // - The finished state of this action node.\n // - A promise to return a finished node state.\n // - Undefined if the node should remain in the running state.\n const updateResult = actionFuncInvoker(this.actionArguments) as CompleteState | Promise;\n\n if (updateResult instanceof Promise) {\n updateResult.then(\n (result) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Check to make sure the result is a valid finished state.\n if (result !== State.SUCCEEDED && result !== State.FAILED) {\n throw new Error(\n \"action node promise resolved with an invalid value, expected a State.SUCCEEDED or State.FAILED value to be returned\"\n );\n }\n\n // Set pending update promise state result to be processed on next update.\n this.updatePromiseStateResult = result;\n },\n (reason) => {\n // If 'isUpdatePromisePending' is null then the promise was cleared as it was resolving, probably via an abort of reset.\n if (!this.isUsingUpdatePromise) {\n return;\n }\n\n // Just throw whatever was returned as the rejection argument.\n throw new Error(reason);\n }\n );\n\n // This node will be in the 'RUNNING' state until the update promise resolves.\n this.setState(State.RUNNING);\n\n // We are now waiting for the promise returned by the use to resolve before we know what state this node is in.\n this.isUsingUpdatePromise = true;\n } else {\n // Validate the returned value.\n this.validateUpdateResult(updateResult);\n\n // Set the state of this node, this may be undefined, which just means that the node is still in the 'RUNNING' state.\n this.setState(updateResult || State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.actionName;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // There is no longer an update promise that we care about.\n this.isUsingUpdatePromise = false;\n this.updatePromiseStateResult = null;\n };\n\n /**\n * Validate the result of an update function call.\n * @param result The result of an update function call.\n */\n private validateUpdateResult = (result: CompleteState | boolean) => {\n switch (result) {\n case State.SUCCEEDED:\n case State.FAILED:\n case undefined:\n return;\n default:\n throw new Error(\n `action '${this.actionName}' 'onUpdate' returned an invalid response, expected an optional State.SUCCEEDED or State.FAILED value to be returned`\n );\n }\n };\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Condition leaf node.\n * This will succeed or fail immediately based on an agent predicate, without moving to the 'RUNNING' state.\n */\nexport default class Condition extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param conditionName The name of the condition function.\n * @param conditionArguments The array of condition argument definitions.\n */\n constructor(attributes: Attribute[], private conditionName: string, private conditionArguments: AnyArgument[]) {\n super(\"condition\", attributes, conditionArguments);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.conditionName);\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot update condition node as the condition '${this.conditionName}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine the state of this node.\n this.setState(!!conditionFuncInvoker(this.conditionArguments) ? State.SUCCEEDED : State.FAILED);\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => this.conditionName;\n}\n", "import Leaf from \"./Leaf\";\nimport State from \"../../State\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { Agent } from \"../../Agent\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A WAIT node.\n * The state of this node will change to SUCCEEDED after a duration of time\n */\nexport default class Wait extends Leaf {\n /**\n * @param attributes The node attributes.\n * @param duration The duration that this node will wait to succeed in milliseconds.\n * @param durationMin The minimum possible duration in milliseconds that this node will wait to succeed.\n * @param durationMax The maximum possible duration in milliseconds that this node will wait to succeed.\n */\n constructor(\n attributes: Attribute[],\n private duration: number | null,\n private durationMin: number | null,\n private durationMax: number | null\n ) {\n super(\"wait\", attributes, []);\n }\n\n /**\n * The time in milliseconds at which this node was first updated.\n */\n private initialUpdateTime: number = 0;\n\n /**\n * The total duration in milliseconds that this node will be waiting for.\n */\n private totalDuration: number | null = null;\n\n /**\n * The duration in milliseconds that this node has been waiting for.\n */\n private waitedDuration: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to set the initial update time.\n if (this.is(State.READY)) {\n // Set the initial update time.\n this.initialUpdateTime = new Date().getTime();\n\n // Set the initial waited duration.\n this.waitedDuration = 0;\n\n // Are we dealing with an explicit duration or will we be randomly picking a duration between the min and max duration.\n if (this.duration !== null) {\n this.totalDuration = this.duration;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // We will be picking a random duration between a min and max duration, if the optional 'random' behaviour tree\n // function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random duration between a min and max duration.\n this.totalDuration = Math.floor(\n random() * (this.durationMax - this.durationMin + 1) + this.durationMin\n );\n } else {\n this.totalDuration = null;\n }\n\n // The node is now running until we finish waiting.\n this.setState(State.RUNNING);\n }\n\n // If we have no total duration then this wait node will wait indefinitely until it is aborted.\n if (this.totalDuration === null) {\n return;\n }\n\n // If we have a 'getDeltaTime' function defined as part of our options then we will use it to figure out how long we have waited for.\n if (typeof options.getDeltaTime === \"function\") {\n // Get the delta time.\n const deltaTime = options.getDeltaTime();\n\n // Our delta time must be a valid number and cannot be NaN.\n if (typeof deltaTime !== \"number\" || isNaN(deltaTime)) {\n throw new Error(\"The delta time must be a valid number and not NaN.\");\n }\n\n // Update the amount of time that this node has been waiting for based on the delta time.\n this.waitedDuration += deltaTime * 1000;\n } else {\n // We are not using a delta time, so we will just work out hom much time has passed since the first update.\n this.waitedDuration = new Date().getTime() - this.initialUpdateTime;\n }\n\n // Have we waited long enough?\n if (this.waitedDuration >= this.totalDuration) {\n // We have finished waiting!\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.duration !== null) {\n return `WAIT ${this.duration}ms`;\n } else if (this.durationMin !== null && this.durationMax !== null) {\n return `WAIT ${this.durationMin}ms-${this.durationMax}ms`;\n } else {\n return \"WAIT\";\n }\n };\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A decorator node that wraps a single child node.\n */\nexport default abstract class Decorator extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(type: string, attributes: Attribute[], protected child: Node) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => [this.child];\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of the child node.\n this.child.reset();\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort the child node.\n this.child.abort(agent);\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Root node.\n * The root node will have a single child.\n */\nexport default class Root extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"root\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n // Update the child of this node.\n this.child.update(agent, options);\n }\n\n // The state of the root node is the state of its child.\n this.setState(this.child.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"ROOT\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A REPEAT node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The REPEAT node will stop and have a 'FAILED' state if its child is ever in a 'FAILED' state after an update.\n * The REPEAT node will attempt to move on to the next iteration if its child is ever in a 'SUCCEEDED' state.\n */\nexport default class Repeat extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param iterations The number of iterations to repeat the child node.\n * @param iterationsMin The minimum possible number of iterations to repeat the child node.\n * @param iterationsMax The maximum possible number of iterations to repeat the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private iterations: number | null,\n private iterationsMin: number | null,\n private iterationsMax: number | null,\n child: Node\n ) {\n super(\"repeat\", attributes, child);\n }\n\n /**\n * The number of target iterations to make.\n */\n private targetIterationCount: number | null = null;\n\n /**\n * The current iteration count.\n */\n private currentIterationCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target iteration count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Set the target iteration count.\n this.setTargetIterationCount(options);\n }\n\n // Do a check to see if we can iterate. If we can then this node will move into the 'RUNNING' state.\n // If we cannot iterate then we have hit our target iteration count, which means that the node has succeeded.\n if (this.canIterate()) {\n // This node is in the running state and can do its initial iteration.\n this.setState(State.RUNNING);\n\n // We may have already completed an iteration, meaning that the child node will be in the SUCCEEDED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.SUCCEEDED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the FAILED state when we updated it then there is nothing left to do and this node has also failed.\n // If it has moved into the SUCCEEDED state then we have completed the current iteration.\n if (this.child.getState() === State.FAILED) {\n // The child has failed, meaning that this node has failed.\n this.setState(State.FAILED);\n\n return;\n } else if (this.child.getState() === State.SUCCEEDED) {\n // We have completed an iteration.\n this.currentIterationCount += 1;\n }\n } else {\n // This node is in the 'SUCCEEDED' state as we cannot iterate any more.\n this.setState(State.SUCCEEDED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.iterations !== null) {\n return `REPEAT ${this.iterations}x`;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n return `REPEAT ${this.iterationsMin}x-${this.iterationsMax}x`;\n } else {\n return \"REPEAT\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current iteration count.\n this.currentIterationCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an iteration can be made.\n * @returns Whether an iteration can be made.\n */\n private canIterate = () => {\n if (this.targetIterationCount !== null) {\n // We can iterate as long as we have not reached our target iteration count.\n return this.currentIterationCount < this.targetIterationCount;\n }\n\n // If neither an iteration count or a condition function were defined then we can iterate indefinitely.\n return true;\n };\n\n /**\n * Sets the target iteration count.\n * @param options The behaviour tree options object.\n */\n private setTargetIterationCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit iteration count or will we be randomly picking a iteration count between the min and max iteration count.\n if (this.iterations !== null) {\n this.targetIterationCount = this.iterations;\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // We will be picking a random iteration count between a min and max iteration count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random iteration count between a min and max iteration count.\n this.targetIterationCount = Math.floor(\n random() * (this.iterationsMax - this.iterationsMin + 1) + this.iterationsMin\n );\n } else {\n this.targetIterationCount = null;\n }\n };\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A RETRY node.\n * The node has a single child which can have:\n * -- A number of iterations for which to repeat the child node.\n * -- An infinite repeat loop if neither an iteration count or a condition function is defined.\n * The RETRY node will stop and have a 'SUCCEEDED' state if its child is ever in a 'SUCCEEDED' state after an update.\n * The RETRY node will attempt to move on to the next iteration if its child is ever in a 'FAILED' state.\n */\nexport default class Retry extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param attempts The number of attempts to retry the child node.\n * @param attemptsMin The minimum possible number of attempts to retry the child node.\n * @param attemptsMax The maximum possible number of attempts to retry the child node.\n * @param child The child node.\n */\n constructor(\n attributes: Attribute[],\n private attempts: number | null,\n private attemptsMin: number | null,\n private attemptsMax: number | null,\n child: Node\n ) {\n super(\"retry\", attributes, child);\n }\n\n /**\n * The number of target attempts to make.\n */\n private targetAttemptCount: number | null = null;\n\n /**\n * The current attempt count.\n */\n private currentAttemptCount: number = 0;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to reset the child and the target attempt count.\n if (this.is(State.READY)) {\n // Reset the child node.\n this.child.reset();\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Set the target attempt count.\n this.setTargetAttemptCount(options);\n }\n\n // Do a check to see if we can attempt. If we can then this node will move into the 'RUNNING' state.\n // If we cannot attempt then we have hit our target attempt count, which means that the node has succeeded.\n if (this.canAttempt()) {\n // This node is in the running state and can do its initial attempt.\n this.setState(State.RUNNING);\n\n // We may have already completed an attempt, meaning that the child node will be in the FAILED state.\n // If this is the case then we will have to reset the child node now.\n if (this.child.getState() === State.FAILED) {\n this.child.reset();\n }\n\n // Update the child of this node.\n this.child.update(agent, options);\n\n // If the child moved into the SUCCEEDED state when we updated it then there is nothing left to do and this node has also succeeded.\n // If it has moved into the FAILED state then we have completed the current attempt.\n if (this.child.getState() === State.SUCCEEDED) {\n // The child has succeeded, meaning that this node has succeeded.\n this.setState(State.SUCCEEDED);\n\n return;\n } else if (this.child.getState() === State.FAILED) {\n // We have completed an attempt.\n this.currentAttemptCount += 1;\n }\n } else {\n // This node is in the 'FAILED' state as we cannot iterate any more.\n this.setState(State.FAILED);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => {\n if (this.attempts !== null) {\n return `RETRY ${this.attempts}x`;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n return `RETRY ${this.attemptsMin}x-${this.attemptsMax}x`;\n } else {\n return \"RETRY\";\n }\n };\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the current attempt count.\n this.currentAttemptCount = 0;\n\n // Reset the child node.\n this.child.reset();\n };\n\n /**\n * Gets whether an attempt can be made.\n * @returns Whether an attempt can be made.\n */\n canAttempt = () => {\n if (this.targetAttemptCount !== null) {\n // We can attempt as long as we have not reached our target attempt count.\n return this.currentAttemptCount < this.targetAttemptCount;\n }\n\n // If neither an attempt count or a condition function were defined then we can attempt indefinitely.\n return true;\n };\n\n /**\n * Sets the target attempt count.\n * @param options The behaviour tree options object.\n */\n setTargetAttemptCount = (options: BehaviourTreeOptions) => {\n // Are we dealing with an explicit attempt count or will we be randomly picking an attempt count between the min and max attempt count.\n if (this.attempts !== null) {\n this.targetAttemptCount = this.attempts;\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // We will be picking a random attempt count between a min and max attempt count, if the optional 'random'\n // behaviour tree function option is defined then we will be using that, otherwise we will fall back to using Math.random.\n const random = typeof options.random === \"function\" ? options.random : Math.random;\n\n // Pick a random attempt count between a min and max attempt count.\n this.targetAttemptCount = Math.floor(\n random() * (this.attemptsMax - this.attemptsMin + 1) + this.attemptsMin\n );\n } else {\n this.targetAttemptCount = null;\n }\n };\n}\n", "import Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Flip node.\n * This node wraps a single child and will flip the state of the child state.\n */\nexport default class Flip extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"flip\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n this.setState(State.FAILED);\n break;\n\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FLIP\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Succeed node.\n * This node wraps a single child and will always move to the 'SUCCEEDED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Succeed extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"succeed\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.SUCCEEDED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SUCCEED\";\n}\n", "import Node from \"../Node\";\nimport Decorator from \"./Decorator\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A Fail node.\n * This node wraps a single child and will always move to the 'FAILED' state when the child moves to a 'SUCCEEDED' or 'FAILED' state.\n */\nexport default class Fail extends Decorator {\n /**\n * @param attributes The node attributes.\n * @param child The child node.\n */\n constructor(attributes: Attribute[], child: Node) {\n super(\"fail\", attributes, child);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If the child has never been updated or is running then we will need to update it now.\n if (this.child.getState() === State.READY || this.child.getState() === State.RUNNING) {\n this.child.update(agent, options);\n }\n\n // The state of this node will depend in the state of its child.\n switch (this.child.getState()) {\n case State.RUNNING:\n this.setState(State.RUNNING);\n break;\n\n case State.SUCCEEDED:\n case State.FAILED:\n this.setState(State.FAILED);\n break;\n\n default:\n this.setState(State.READY);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"FAIL\";\n}\n", "import createLotto from \"lotto-draw\";\n\nimport Node from \"../Node\";\nimport Composite from \"./Composite\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A LOTTO node.\n * A winning child is picked on the initial update of this node, based on ticket weighting.\n * The state of this node will match the state of the winning child.\n */\nexport default class Lotto extends Composite {\n /**\n * @param attributes The node attributes.\n * @param tickets The child node tickets.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], private tickets: number[], children: Node[]) {\n super(\"lotto\", attributes, children);\n }\n\n /**\n * The child node selected to be the active one.\n */\n private selectedChild: Node | undefined;\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // If this node is in the READY state then we need to pick a winning child node.\n if (this.is(State.READY)) {\n // Create a lotto draw with which to randomly pick a child node to become the active one.\n const lottoDraw = createLotto({\n // Hook up the optional 'random' behaviour tree function option to the one used by 'lotto-draw'.\n random: options.random,\n // Pass in each child node as a participant in the lotto draw with their respective ticket count.\n participants: this.children.map((child, index) => [child, this.tickets[index] || 1])\n });\n\n // Randomly pick a child based on ticket weighting, this will become the active child for this composite node.\n this.selectedChild = lottoDraw.draw() || undefined;\n }\n\n // If something went wrong and we don't have an active child then we should throw an error.\n if (!this.selectedChild) {\n throw new Error(\"failed to update lotto node as it has no active child\");\n }\n\n // If the selected child has never been updated or is running then we will need to update it now.\n if (this.selectedChild.getState() === State.READY || this.selectedChild.getState() === State.RUNNING) {\n this.selectedChild.update(agent, options);\n }\n\n // The state of the lotto node is the state of its selected child.\n this.setState(this.selectedChild.getState());\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => (this.tickets.length ? `LOTTO [${this.tickets.join(\",\")}]` : \"LOTTO\");\n}\n", "import Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\n\n/**\n * A composite node that wraps child nodes.\n */\nexport default abstract class Composite extends Node {\n /**\n * @param type The node type.\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(type: string, attributes: Attribute[], protected children: Node[]) {\n super(type, attributes, []);\n }\n\n /**\n * Gets whether this node is a leaf node.\n */\n isLeafNode = () => false;\n\n /**\n * Gets the children of this node.\n */\n getChildren = () => this.children;\n\n /**\n * Reset the state of the node.\n */\n reset = () => {\n // Reset the state of this node.\n this.setState(State.READY);\n\n // Reset the state of any child nodes.\n this.getChildren().forEach((child) => child.reset());\n };\n\n /**\n * Abort the running of this node.\n * @param agent The agent.\n */\n abort = (agent: Agent) => {\n // There is nothing to do if this node is not in the running state.\n if (!this.is(State.RUNNING)) {\n return;\n }\n\n // Abort any child nodes.\n this.getChildren().forEach((child) => child.abort(agent));\n\n // Reset the state of this node.\n this.reset();\n\n this.getAttribute(\"exit\")?.callAgentFunction(agent, false, true);\n };\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SELECTOR node.\n * The child nodes are executed in sequence until one succeeds or all fail.\n */\nexport default class Selector extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"selector\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then this node is also a 'SUCCEEDED' node.\n if (child.getState() === State.SUCCEEDED) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the selector nodes.\n return;\n }\n\n // If the current child has a state of 'FAILED' then we should move on to the next child.\n if (child.getState() === State.FAILED) {\n // Find out if the current child is the last one in the selector.\n // If it is then this sequence node has also failed.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the selector as we have completed it.\n return;\n } else {\n // The child node failed, try the next one.\n continue;\n }\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the selector as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SELECTOR\";\n}\n", "import Composite from \"./Composite\";\nimport Node from \"../Node\";\nimport State from \"../../State\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A SEQUENCE node.\n * The child nodes are executed in sequence until one fails or all succeed.\n */\nexport default class Sequence extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], protected children: Node[]) {\n super(\"sequence\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // Find out if the current child is the last one in the sequence.\n // If it is then this sequence node has also succeeded.\n if (this.children.indexOf(child) === this.children.length - 1) {\n // This node is a 'SUCCEEDED' node.\n this.setState(State.SUCCEEDED);\n\n // There is no need to check the rest of the sequence as we have completed it.\n return;\n } else {\n // The child node succeeded, but we have not finished the sequence yet.\n continue;\n }\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // There is no need to check the rest of the sequence.\n return;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() === State.RUNNING) {\n // This node is a 'RUNNING' node.\n this.setState(State.RUNNING);\n\n // There is no need to check the rest of the sequence as the current child is still running.\n return;\n }\n\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"SEQUENCE\";\n}\n", "import Composite from \"./Composite\";\nimport State from \"../../State\";\nimport Node from \"../Node\";\nimport { Agent } from \"../../Agent\";\nimport Attribute from \"../../attributes/Attribute\";\nimport { BehaviourTreeOptions } from \"../../BehaviourTreeOptions\";\n\n/**\n * A PARALLEL node.\n * The child nodes are executed concurrently until one fails or all succeed.\n */\nexport default class Parallel extends Composite {\n /**\n * @param attributes The node attributes.\n * @param children The child nodes.\n */\n constructor(attributes: Attribute[], children: Node[]) {\n super(\"parallel\", attributes, children);\n }\n\n /**\n * Called when the node is being updated.\n * @param agent The agent.\n * @param options The behaviour tree options object.\n */\n protected onUpdate(agent: Agent, options: BehaviourTreeOptions): void {\n // Keep a count of the number of succeeded child nodes.\n let succeededCount = 0;\n\n let hasChildFailed = false;\n\n // Iterate over all of the children of this node.\n for (const child of this.children) {\n // If the child has never been updated or is running then we will need to update it now.\n if (child.getState() === State.READY || child.getState() === State.RUNNING) {\n // Update the child of this node.\n child.update(agent, options);\n }\n\n // If the current child has a state of 'SUCCEEDED' then we should move on to the next child.\n if (child.getState() === State.SUCCEEDED) {\n // The child node has succeeded, keep track of this to determine if all children have.\n succeededCount++;\n\n // The child node succeeded, but we have not finished checking every child node yet.\n continue;\n }\n\n // If the current child has a state of 'FAILED' then this node is also a 'FAILED' node.\n if (child.getState() === State.FAILED) {\n hasChildFailed = true;\n\n // There is no need to check the rest of the children.\n break;\n }\n\n // The node should be in the 'RUNNING' state.\n if (child.getState() !== State.RUNNING) {\n // The child node was not in an expected state.\n throw new Error(\"child node was not in an expected state.\");\n }\n }\n\n if (hasChildFailed) {\n // This node is a 'FAILED' node.\n this.setState(State.FAILED);\n\n // Abort every running child.\n for (const child of this.children) {\n if (child.getState() === State.RUNNING) {\n child.abort(agent);\n }\n }\n } else {\n // If all children have succeeded then this node has also succeeded, otherwise it is still running.\n this.setState(succeededCount === this.children.length ? State.SUCCEEDED : State.RUNNING);\n }\n }\n\n /**\n * Gets the name of the node.\n */\n getName = () => \"PARALLEL\";\n}\n", "import { AnyArgument } from \"../RootAstNodesBuilder\";\nimport Guard from \"./guards/Guard\";\n\nexport type AttributeDetails = {\n /** The attribute type. */\n type: string;\n\n /** The attribute arguments. */\n args: AnyArgument[];\n};\n\n/**\n * A base node attribute.\n */\nexport default abstract class Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of attribute argument definitions.\n */\n constructor(protected type: string, protected args: AnyArgument[]) {}\n\n /**\n * Gets the type of the attribute.\n */\n getType = () => this.type;\n\n /**\n * Gets the array of attribute argument definitions.\n */\n getArguments = () => this.args;\n\n /**\n * Gets the attribute details.\n */\n abstract getDetails(): TAttributeDetails;\n\n /**\n * Gets whether this attribute is a guard.\n */\n abstract isGuard: () => this is Guard;\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type GuardAttributeDetails = {\n /** The name of the condition function that determines whether the guard is satisfied. */\n condition: string;\n} & AttributeDetails;\n\n/**\n * A base node guard attribute.\n */\nexport default abstract class Guard extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n */\n constructor(type: string, args: AnyArgument[], private condition: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the condition function that determines whether the guard is satisfied.\n */\n getCondition = () => this.condition;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => true;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): GuardAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n condition: this.getCondition()\n };\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n abstract isSatisfied(agent: Agent): boolean;\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A WHILE guard which is satisfied as long as the given condition remains true.\n */\nexport default class While extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"while\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!conditionFuncInvoker(this.args);\n };\n}\n", "import Guard from \"./Guard\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An UNTIL guard which is satisfied as long as the given condition remains false.\n */\nexport default class Until extends Guard {\n /**\n * @param condition The name of the condition function that determines whether the guard is satisfied.\n * @param args The array of decorator argument definitions.\n */\n constructor(condition: string, args: AnyArgument[]) {\n super(\"until\", args, condition);\n }\n\n /**\n * Gets whether the guard is satisfied.\n * @param agent The agent.\n * @returns Whether the guard is satisfied.\n */\n isSatisfied = (agent: Agent) => {\n // Attempt to get the invoker for the condition function.\n const conditionFuncInvoker = Lookup.getFuncInvoker(agent, this.getCondition());\n\n // The condition function should be defined.\n if (conditionFuncInvoker === null) {\n throw new Error(\n `cannot evaluate node guard as the condition '${this.getCondition()}' function is not defined on the agent and has not been registered`\n );\n }\n\n // Call the condition function to determine whether this guard is satisfied.\n return !!!conditionFuncInvoker(this.args);\n };\n}\n", "import { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\nimport Attribute, { AttributeDetails } from \"../Attribute\";\n\nexport type CallbackAttributeDetails = {\n /** The name of the agent function that is called. */\n functionName: string;\n} & AttributeDetails;\n\n/**\n * A base node callback attribute.\n */\nexport default abstract class Callback extends Attribute {\n /**\n * @param type The node attribute type.\n * @param args The array of decorator argument definitions.\n * @param functionName The name of the agent function to call.\n */\n constructor(type: string, args: AnyArgument[], private functionName: string) {\n super(type, args);\n }\n\n /**\n * Gets the name of the agent function to call.\n */\n getFunctionName = () => this.functionName;\n\n /**\n * Gets whether this attribute is a guard.\n */\n isGuard = () => false;\n\n /**\n * Gets the attribute details.\n */\n getDetails(): CallbackAttributeDetails {\n return {\n type: this.getType(),\n args: this.getArguments(),\n functionName: this.getFunctionName()\n };\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n abstract callAgentFunction: (agent: Agent, isSuccess: boolean, isAborted: boolean) => void;\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An ENTRY callback which defines an agent function to call when the associated node is updated and moves out of running state.\n */\nexport default class Entry extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"entry\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call entry function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup, { AnyExitArgument } from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * An EXIT callback which defines an agent function to call when the associated node is updated and moves to a finished state or is aborted.\n */\nexport default class Exit extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"exit\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n * @param isSuccess Whether the decorated node was left with a success state.\n * @param isAborted Whether the decorated node was aborted.\n */\n callAgentFunction = (agent: Agent, isSuccess: boolean, isAborted: boolean) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call exit function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function\n callbackFuncInvoker([{ value: { succeeded: isSuccess, aborted: isAborted } }, ...this.args]);\n };\n}\n", "import Callback from \"./Callback\";\nimport Lookup from \"../../Lookup\";\nimport { Agent } from \"../../Agent\";\nimport { AnyArgument } from \"../../RootAstNodesBuilder\";\n\n/**\n * A STEP callback which defines an agent function to call when the associated node is updated.\n */\nexport default class Step extends Callback {\n /**\n * @param functionName The name of the agent function to call.\n * @param args The array of callback argument definitions.\n */\n constructor(functionName: string, args: AnyArgument[]) {\n super(\"step\", args, functionName);\n }\n\n /**\n * Attempt to call the agent function that this callback refers to.\n * @param agent The agent.\n */\n callAgentFunction = (agent: Agent) => {\n // Attempt to get the invoker for the callback function.\n const callbackFuncInvoker = Lookup.getFuncInvoker(agent, this.getFunctionName());\n\n // The callback function should be defined.\n if (callbackFuncInvoker === null) {\n throw new Error(\n `cannot call step function '${this.getFunctionName()}' as is not defined on the agent and has not been registered`\n );\n }\n\n // Call the callback function.\n callbackFuncInvoker(this.args);\n };\n}\n", "import Action from \"./nodes/leaf/Action\";\nimport Condition from \"./nodes/leaf/Condition\";\nimport Wait from \"./nodes/leaf/Wait\";\nimport Root from \"./nodes/decorator/Root\";\nimport Repeat from \"./nodes/decorator/Repeat\";\nimport Retry from \"./nodes/decorator/Retry\";\nimport Flip from \"./nodes/decorator/Flip\";\nimport Succeed from \"./nodes/decorator/Succeed\";\nimport Fail from \"./nodes/decorator/Fail\";\nimport Lotto from \"./nodes/composite/Lotto\";\nimport Selector from \"./nodes/composite/Selector\";\nimport Sequence from \"./nodes/composite/Sequence\";\nimport Parallel from \"./nodes/composite/Parallel\";\nimport Node from \"./nodes/Node\";\nimport While from \"./attributes/guards/While\";\nimport Until from \"./attributes/guards/Until\";\nimport Entry from \"./attributes/callbacks/Entry\";\nimport Exit from \"./attributes/callbacks/Exit\";\nimport Step from \"./attributes/callbacks/Step\";\nimport Callback from \"./attributes/callbacks/Callback\";\nimport Guard from \"./attributes/guards/Guard\";\nimport Attribute from \"./attributes/Attribute\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport Leaf from \"./nodes/leaf/Leaf\";\n\nexport type Argument = {\n value: T;\n type: string; // Used for validation.\n};\ntype NullArgument = Argument & {\n type: \"null\";\n};\ntype BooleanArgument = Argument & {\n type: \"boolean\";\n};\ntype NumberArgument = Argument & {\n type: \"number\";\n isInteger: boolean; // Used for validation.\n};\ntype StringPlaceholderArgument = Argument & {\n type: \"string\";\n};\ntype IdentifierArgument = Argument & {\n type: \"identifier\";\n};\nexport type AnyArgument =\n | NullArgument\n | BooleanArgument\n | NumberArgument\n | StringPlaceholderArgument\n | IdentifierArgument;\n\n/**\n * The node attribute factories.\n */\nconst AttributeFactories: {\n [key: string]: (functionName: string, attributeArguments: AnyArgument[]) => Callback | Guard;\n} = {\n WHILE: (condition: string, attributeArguments: AnyArgument[]) => new While(condition, attributeArguments),\n UNTIL: (condition: string, attributeArguments: AnyArgument[]) => new Until(condition, attributeArguments),\n ENTRY: (functionName: string, attributeArguments: AnyArgument[]) => new Entry(functionName, attributeArguments),\n EXIT: (functionName: string, attributeArguments: AnyArgument[]) => new Exit(functionName, attributeArguments),\n STEP: (functionName: string, attributeArguments: AnyArgument[]) => new Step(functionName, attributeArguments)\n};\n\ntype Validatable = {\n children?: AstNode[];\n validate: (depth: number) => void;\n};\n\ntype NodeInstanceCreator = (\n namedRootNodeProvider: (name: string) => RootAstNode,\n visitedBranches: string[]\n) => T;\n\nexport type AstNode = Validatable & {\n type: string;\n createNodeInstance: NodeInstanceCreator;\n};\n\nexport type LeafAstNode = AstNode & {\n type: \"action\" | \"condition\" | \"wait\";\n attributes: Attribute[];\n};\n\nexport type CompositeAstNode = AstNode & {\n type: \"lotto\" | \"parallel\" | \"selector\" | \"sequence\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type DecoratorAstNode = AstNode & {\n type: \"fail\" | \"flip\" | \"repeat\" | \"retry\" | \"root\" | \"succeed\";\n attributes: Attribute[];\n children: AstNode[];\n};\n\nexport type BranchAstNode = AstNode & {\n type: \"branch\";\n branchName: \"\" | string;\n};\n\nexport type LottoAstNode = CompositeAstNode & {\n type: \"lotto\";\n tickets: number[];\n};\n\nexport type RootAstNode = DecoratorAstNode & {\n type: \"root\";\n name: null | string;\n};\n\nexport type RepeatAstNode = DecoratorAstNode & {\n type: \"repeat\";\n iterations: number | null;\n iterationsMin: number | null;\n iterationsMax: number | null;\n};\n\nexport type RetryAstNode = DecoratorAstNode & {\n type: \"retry\";\n attempts: number | null;\n attemptsMin: number | null;\n attemptsMax: number | null;\n};\n\nexport type ActionAstNode = LeafAstNode & {\n type: \"action\";\n actionName: string;\n actionArguments: AnyArgument[];\n};\n\nexport type ConditionAstNode = LeafAstNode & {\n type: \"condition\";\n conditionName: string;\n conditionArguments: AnyArgument[];\n};\n\nexport type WaitAstNode = LeafAstNode & {\n type: \"wait\";\n duration: number | null;\n durationMin: number | null;\n durationMax: number | null;\n};\n\nexport type AnyAstNode =\n | BranchAstNode\n | CompositeAstNode\n | LottoAstNode\n | DecoratorAstNode\n | RootAstNode\n | RepeatAstNode\n | RetryAstNode\n | LeafAstNode\n | ActionAstNode\n | ConditionAstNode\n | WaitAstNode;\n\n/**\n * The AST node factories.\n */\nconst ASTNodeFactories = {\n ROOT: (): RootAstNode => ({\n type: \"root\",\n attributes: [],\n name: null,\n children: [],\n validate(depth: number) {\n // A root node cannot be the child of another node.\n if (depth > 1) {\n throw new Error(\"a root node cannot be the child of another node\");\n }\n\n // A root node must have a single child node.\n if (this.children.length !== 1) {\n throw new Error(\"a root node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Root(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n BRANCH: (): BranchAstNode => ({\n type: \"branch\",\n branchName: \"\",\n validate() {},\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n // Try to find the root node with a matching branch name.\n const targetRootNode = namedRootNodeProvider(this.branchName);\n\n // If we have already visited this branch then we have a circular dependency.\n if (visitedBranches.indexOf(this.branchName) !== -1) {\n throw new Error(`circular dependency found in branch node references for branch '${this.branchName}'`);\n }\n\n // If we have a target root node, then the node instance we want will be the first and only child of the referenced root node.\n if (targetRootNode) {\n return targetRootNode\n .createNodeInstance(namedRootNodeProvider, visitedBranches.concat(this.branchName))\n .getChildren()[0];\n } else {\n throw new Error(`branch references root node '${this.branchName}' which has not been defined`);\n }\n }\n }),\n SELECTOR: (): CompositeAstNode => ({\n type: \"selector\",\n attributes: [],\n children: [],\n validate() {\n // A selector node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a selector node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Selector(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n SEQUENCE: (): CompositeAstNode => ({\n type: \"sequence\",\n attributes: [],\n children: [],\n validate() {\n // A sequence node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a sequence node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Sequence(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n PARALLEL: (): CompositeAstNode => ({\n type: \"parallel\",\n attributes: [],\n children: [],\n validate() {\n // A parallel node must have at least a single node.\n if (this.children.length < 1) {\n throw new Error(\"a parallel node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Parallel(\n this.attributes,\n this.children.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n LOTTO: (): LottoAstNode => ({\n type: \"lotto\",\n attributes: [],\n children: [],\n tickets: [],\n validate() {\n // A lotto node must have at least a single node.\n if (this.children!.length < 1) {\n throw new Error(\"a lotto node must have at least a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Lotto(\n this.attributes,\n this.tickets!,\n this.children!.map((child) => child.createNodeInstance(namedRootNodeProvider, visitedBranches.slice()))\n );\n }\n }),\n REPEAT: (): RepeatAstNode => ({\n type: \"repeat\",\n attributes: [],\n iterations: null,\n iterationsMin: null,\n iterationsMax: null,\n children: [],\n validate() {\n // A repeat node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a repeat node must have a single child\");\n }\n\n if (this.iterations !== null) {\n // A repeat node must have a positive number of iterations if defined.\n if (this.iterations < 0) {\n throw new Error(\"a repeat node must have a positive number of iterations if defined\");\n }\n } else if (this.iterationsMin !== null && this.iterationsMax !== null) {\n // A repeat node must have a positive min and max iteration count if they are defined.\n if (this.iterationsMin < 0 || this.iterationsMax < 0) {\n throw new Error(\n \"a repeat node must have a positive minimum and maximum iteration count if defined\"\n );\n }\n\n // A repeat node must not have an minimum iteration count that exceeds the maximum iteration count.\n if (this.iterationsMin > this.iterationsMax) {\n throw new Error(\n \"a repeat node must not have a minimum iteration count that exceeds the maximum iteration count\"\n );\n }\n } else {\n // If we have no explicit iteration count or a minimum and maximum iteration count set then we are dealing with a repeat node that iterates indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Repeat(\n this.attributes,\n this.iterations,\n this.iterationsMin,\n this.iterationsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n RETRY: (): RetryAstNode => ({\n type: \"retry\",\n attributes: [],\n attempts: null,\n attemptsMin: null,\n attemptsMax: null,\n children: [],\n validate() {\n // A retry node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a retry node must have a single child\");\n }\n\n if (this.attempts !== null) {\n // A retry node must have a positive number of attempts if defined.\n if (this.attempts < 0) {\n throw new Error(\"a retry node must have a positive number of attempts if defined\");\n }\n } else if (this.attemptsMin !== null && this.attemptsMax !== null) {\n // A retry node must have a positive min and max attempts count if they are defined.\n if (this.attemptsMin < 0 || this.attemptsMax < 0) {\n throw new Error(\"a retry node must have a positive minimum and maximum attempt count if defined\");\n }\n\n // A retry node must not have a minimum attempt count that exceeds the maximum attempt count.\n if (this.attemptsMin > this.attemptsMax) {\n throw new Error(\n \"a retry node must not have a minimum attempt count that exceeds the maximum attempt count\"\n );\n }\n } else {\n // If we have no explicit attempt count or a minimum and maximum attempt count set then we are dealing with a retry node that attempts indefinitely.\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Retry(\n this.attributes,\n this.attempts,\n this.attemptsMin,\n this.attemptsMax,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FLIP: (): DecoratorAstNode => ({\n type: \"flip\",\n attributes: [],\n children: [],\n validate() {\n // A flip node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a flip node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Flip(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n SUCCEED: (): DecoratorAstNode => ({\n type: \"succeed\",\n attributes: [],\n children: [],\n validate() {\n // A succeed node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a succeed node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Succeed(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n FAIL: (): DecoratorAstNode => ({\n type: \"fail\",\n attributes: [],\n children: [],\n validate() {\n // A fail node must have a single node.\n if (this.children!.length !== 1) {\n throw new Error(\"a fail node must have a single child\");\n }\n },\n createNodeInstance(namedRootNodeProvider, visitedBranches) {\n return new Fail(\n this.attributes,\n this.children![0].createNodeInstance(namedRootNodeProvider, visitedBranches.slice())\n );\n }\n }),\n WAIT: (): WaitAstNode => ({\n type: \"wait\",\n attributes: [],\n duration: null,\n durationMin: null,\n durationMax: null,\n validate() {\n if (this.duration !== null) {\n // If an explict duration was defined then it must be a positive number.\n if (this.duration < 0) {\n throw new Error(\"a wait node must have a positive duration\");\n }\n } else if (this.durationMin !== null && this.durationMax !== null) {\n // A wait node must have a positive min and max duration.\n if (this.durationMin < 0 || this.durationMax < 0) {\n throw new Error(\"a wait node must have a positive minimum and maximum duration\");\n }\n\n // A wait node must not have a minimum duration that exceeds the maximum duration.\n if (this.durationMin > this.durationMax) {\n throw new Error(\"a wait node must not have a minimum duration that exceeds the maximum duration\");\n }\n } else {\n // If we have no explicit duration or duration bounds set then we are dealing with a wait node that waits indefinitely.\n }\n },\n createNodeInstance() {\n return new Wait(this.attributes, this.duration, this.durationMin, this.durationMax);\n }\n }),\n ACTION: (): ActionAstNode => ({\n type: \"action\",\n attributes: [],\n actionName: \"\",\n actionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Action(this.attributes, this.actionName!, this.actionArguments!);\n }\n }),\n CONDITION: (): ConditionAstNode => ({\n type: \"condition\",\n attributes: [],\n conditionName: \"\",\n conditionArguments: [],\n validate() {},\n createNodeInstance() {\n return new Condition(this.attributes, this.conditionName!, this.conditionArguments!);\n }\n })\n};\n\ntype OtherAstNodes = AstNode[];\n\n/**\n * Create an array of root AST nodes based on the given definition.\n * @param definition The definition to parse the AST nodes from.\n * @returns The base definition AST nodes.\n */\nexport default function buildRootASTNodes(definition: string): RootAstNode[] {\n // Swap out any node/attribute argument string literals with a placeholder and get a mapping of placeholders to original values as well as the processed definition.\n const { placeholders, processedDefinition } = substituteStringLiterals(definition);\n\n // Convert the processed definition (with substituted string literals) into an array of raw tokens.\n const tokens = parseTokensFromDefinition(processedDefinition);\n\n // There must be at least 3 tokens for the tree definition to be valid. 'ROOT', '{' and '}'.\n if (tokens.length < 3) {\n throw new Error(\"invalid token count\");\n }\n\n // We should have a matching number of '{' and '}' tokens. If not, then there are scopes that have not been properly closed.\n if (tokens.filter((token) => token === \"{\").length !== tokens.filter((token) => token === \"}\").length) {\n throw new Error(\"scope character mismatch\");\n }\n\n // Create a stack of node children arrays, starting with a definition scope.\n const stack: [RootAstNode[], ...OtherAstNodes[]] = [[]];\n const rootScope = stack[0];\n\n // We should keep processing the raw tokens until we run out of them.\n while (tokens.length) {\n // Grab the next token.\n const token = tokens.shift();\n\n const currentScope = stack[stack.length - 1] as OtherAstNodes;\n\n // How we create the next AST token depends on the current raw token value.\n switch (token!.toUpperCase()) {\n case \"ROOT\": {\n // Create a ROOT AST node.\n const node = ASTNodeFactories.ROOT();\n\n // Push the ROOT node into the current scope.\n rootScope.push(node);\n\n // We may have a root node name defined as an argument.\n if (tokens[0] === \"[\") {\n const rootArguments = getArguments(tokens, placeholders);\n\n // We should have only a single argument that is not an empty string for a root node, which is the root name identifier.\n if (rootArguments.length === 1 && rootArguments[0].type === \"identifier\") {\n // The root name will be the first and only node argument.\n node.name = rootArguments[0].value as string;\n } else {\n throw new Error(\"expected single root name argument\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new ROOT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"BRANCH\": {\n // Create a BRANCH AST node.\n const node = ASTNodeFactories.BRANCH();\n\n // Push the BRANCH node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a branch name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected single branch name argument\");\n }\n\n // The branch name will be defined as a node argument.\n const branchArguments = getArguments(tokens, placeholders);\n\n // We should have only a single identifer argument for a branch node, which is the branch name.\n if (branchArguments.length === 1 && branchArguments[0].type === \"identifier\") {\n // The branch name will be the first and only node argument.\n node.branchName = branchArguments[0].value as string;\n } else {\n throw new Error(\"expected single branch name argument\");\n }\n break;\n }\n\n case \"SELECTOR\": {\n // Create a SELECTOR AST node.\n const node = ASTNodeFactories.SELECTOR();\n\n // Push the SELECTOR node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SELECTOR nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SEQUENCE\": {\n // Create a SEQUENCE AST node.\n const node = ASTNodeFactories.SEQUENCE();\n\n // Push the SEQUENCE node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new SEQUENCE nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"PARALLEL\": {\n // Create a PARALLEL AST node.\n const node = ASTNodeFactories.PARALLEL();\n\n // Push the PARALLEL node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new PARALLEL nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"LOTTO\": {\n // Create a LOTTO AST node.\n const node = ASTNodeFactories.LOTTO();\n\n // Push the LOTTO node into the current scope.\n currentScope.push(node);\n\n // If the next token is a '[' character then some ticket counts have been defined as arguments.\n if (tokens[0] === \"[\") {\n // Get the ticket count arguments, each argument must be a number.\n node.tickets = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"lotto node ticket counts must be integer values\"\n ).map((argument) => argument.value as number);\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new LOTTO nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"CONDITION\": {\n // Create a CONDITION AST node.\n const node = ASTNodeFactories.CONDITION();\n\n // Push the CONDITION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require a condition function name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Grab the condition node arguments.\n const conditionArguments = getArguments(tokens, placeholders);\n\n // We should have at least a single identifier argument for a condition node, which is the condition function name.\n if (conditionArguments.length && conditionArguments[0].type === \"identifier\") {\n // The condition function name will be the first node argument.\n node.conditionName = conditionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected condition name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n conditionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid condition node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the condition name identifier will be treated as condition function arguments.\n node.conditionArguments = conditionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"FLIP\": {\n // Create a FLIP AST node.\n const node = ASTNodeFactories.FLIP();\n\n // Push the Flip node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new FLIP nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"SUCCEED\": {\n // Create a SUCCEED AST node.\n const node = ASTNodeFactories.SUCCEED();\n\n // Push the Succeed node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Succeed nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"FAIL\": {\n // Create a FAIL AST node.\n const node = ASTNodeFactories.FAIL();\n\n // Push the Fail node into the current scope.\n currentScope.push(node);\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new Fail nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"WAIT\": {\n // Create a WAIT AST node.\n const node = ASTNodeFactories.WAIT();\n\n // Push the WAIT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a wait node are optional. We may have:\n // - No node arguments, in which case the wait will be indefinite until it is aborted.\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n if (tokens[0] === \"[\") {\n // Get the optional duration and longest duration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"wait node durations must be integer values\"\n ).map((argument) => argument.value);\n\n // We may have:\n // - One node argument which will be the explicit duration of the wait.\n // - Two node arguments which define the min and max duration bounds from which a random duration will be picked.\n // - Too many arguments, which is not valid.\n if (nodeArguments.length === 1) {\n // An explicit duration was defined.\n node.duration = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // Min and max duration bounds were defined from which a random duration will be picked.\n node.durationMin = nodeArguments[0] as number;\n node.durationMax = nodeArguments[1] as number;\n } else if (nodeArguments.length > 2) {\n // An incorrect number of durations was defined.\n throw new Error(\"invalid number of wait node duration arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"REPEAT\": {\n // Create a REPEAT AST node.\n const node = ASTNodeFactories.REPEAT();\n\n // Push the REPEAT node into the current scope.\n currentScope.push(node);\n\n // The arguments of a repeat node are optional. We may have:\n // - No node arguments, in which case the repeat note will iterate indefinitely.\n // - One node argument which will be the explicit number of iterations to make.\n // - Two node arguments which define the min and max iteration bounds from which a random iteration count will be picked.\n if (tokens[0] === \"[\") {\n // An iteration count has been defined. Get the iteration and potential maximum iteration of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"repeat node iteration counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two iteration counts.\n if (nodeArguments.length === 1) {\n // A static iteration count was defined.\n node.iterations = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum iteration count was defined.\n node.iterationsMin = nodeArguments[0] as number;\n node.iterationsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of iteration counts was defined.\n throw new Error(\"invalid number of repeat node iteration count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new REPEAT nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"RETRY\": {\n // Create a RETRY AST node.\n const node = ASTNodeFactories.RETRY();\n\n // Push the RETRY node into the current scope.\n currentScope.push(node);\n\n // The arguments of a retry node are optional. We may have:\n // - No node arguments, in which case the retry note will attempt indefinitely.\n // - One node argument which will be the explicit number of attempts to make.\n // - Two node arguments which define the min and max attempt bounds from which a random attempt count will be picked.\n if (tokens[0] === \"[\") {\n // An attempt count has been defined. Get the attempt count and potential maximum attempt count of the wait.\n const nodeArguments = getArguments(\n tokens,\n placeholders,\n (arg) => arg.type === \"number\" && !!arg.isInteger,\n \"retry node attempt counts must be integer values\"\n ).map((argument) => argument.value);\n\n // We should have got one or two attempt counts.\n if (nodeArguments.length === 1) {\n // A static attempt count was defined.\n node.attempts = nodeArguments[0] as number;\n } else if (nodeArguments.length === 2) {\n // A minimum and maximum attempt count was defined.\n node.attemptsMin = nodeArguments[0] as number;\n node.attemptsMax = nodeArguments[1] as number;\n } else {\n // An incorrect number of attempt counts was defined.\n throw new Error(\"invalid number of retry node attempt count arguments defined\");\n }\n }\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n\n popAndCheck(tokens, \"{\");\n\n // The new scope is that of the new RETRY nodes children.\n stack.push(node.children!);\n break;\n }\n\n case \"ACTION\": {\n // Create a ACTION AST node.\n const node = ASTNodeFactories.ACTION();\n\n // Push the ACTION node into the current scope.\n currentScope.push(node);\n\n // We must have arguments defined, as we require an action name argument.\n if (tokens[0] !== \"[\") {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // The action name will be defined as a node argument.\n const actionArguments = getArguments(tokens, placeholders);\n\n // We should have at least one identifer argument for an action node, which is the action name.\n if (actionArguments.length && actionArguments[0].type === \"identifier\") {\n // The action name will be the first and only node argument.\n node.actionName = actionArguments.shift()!.value as string;\n } else {\n throw new Error(\"expected action name identifier argument\");\n }\n\n // Only the first argument should have been an identifier, all following arguments must be string, number, boolean or null.\n actionArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid action node argument value '\" +\n arg.value +\n \"', must be string, number, boolean or null\"\n );\n });\n\n // Any node arguments that follow the action name identifier will be treated as action function arguments.\n node.actionArguments = actionArguments;\n\n // Try to pick any attributes off of the token stack.\n node.attributes = getAttributes(tokens, placeholders);\n break;\n }\n\n case \"}\": {\n // The '}' character closes the current scope.\n stack.pop();\n break;\n }\n\n default: {\n throw new Error(`unexpected token '${token}'`);\n }\n }\n }\n\n // A function to recursively validate each of the nodes in the AST.\n const validateASTNode = (node: Validatable, depth: number): void => {\n // Validate the node.\n node.validate(depth);\n\n // Validate each child of the node.\n (node.children || []).forEach((child) => validateASTNode(child, depth + 1));\n };\n\n // Start node validation from the definition root.\n validateASTNode(\n {\n children: stack[0] as RootAstNode[],\n validate(this: { children: RootAstNode[] }) {\n // We must have at least one node defined as the definition scope, which should be a root node.\n if (this.children.length === 0) {\n throw new Error(\"expected root node to have been defined\");\n }\n\n // Each node at the base of the definition scope MUST be a root node.\n for (const definitionLevelNode of this.children) {\n if (definitionLevelNode.type !== \"root\") {\n throw new Error(\"expected root node at base of definition\");\n }\n }\n\n // Exactly one root node must not have a name defined. This will be the main root, others will have to be referenced via branch nodes.\n if (this.children.filter((definitionLevelNode) => definitionLevelNode.name === null).length !== 1) {\n throw new Error(\"expected single unnamed root node at base of definition to act as main root\");\n }\n\n // No two named root nodes can have matching names.\n const rootNodeNames: string[] = [];\n for (const definitionLevelNode of this.children) {\n if (rootNodeNames.indexOf(definitionLevelNode.name!) !== -1) {\n throw new Error(`multiple root nodes found with duplicate name '${definitionLevelNode.name}'`);\n } else {\n rootNodeNames.push(definitionLevelNode.name!);\n }\n }\n }\n },\n 0\n );\n\n // Return the root AST nodes.\n return stack[0];\n}\n\n/**\n * Pop the next raw token off of the stack and throw an error if it wasn't the expected one.\n * @param tokens The array of remaining tokens.\n * @param expected An optional string or array or items, one of which must match the next popped token.\n * @returns The popped token.\n */\nfunction popAndCheck(tokens: string[], expected: string | string[]) {\n // Get and remove the next token.\n const popped = tokens.shift();\n\n // We were expecting another token.\n if (popped === undefined) {\n throw new Error(\"unexpected end of definition\");\n }\n\n // Do we have an expected token/tokens array?\n if (expected !== undefined) {\n // Check whether the popped token matches at least one of our expected items.\n var tokenMatchesExpectation = ([] as string[])\n .concat(expected)\n .some((item) => popped.toUpperCase() === item.toUpperCase());\n\n // Throw an error if the popped token didn't match any of our expected items.\n if (!tokenMatchesExpectation) {\n const expectationString = ([] as string[])\n .concat(expected)\n .map((item) => \"'\" + item + \"'\")\n .join(\" or \");\n\n throw new Error(`unexpected token found. Expected '${expectationString}' but got '${popped}'`);\n }\n }\n\n // Return the popped token.\n return popped;\n}\n\ntype Placeholders = { [key: string]: string };\n\n/**\n * Pull an argument definition list off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @param argumentValidator The argument validator function.\n * @param validationFailedMessage The exception message to throw if argument validation fails.\n * @returns The argument definition list.\n */\nfunction getArguments(\n tokens: string[],\n stringArgumentPlaceholders: Placeholders,\n argumentValidator?: (arg: AnyArgument) => boolean,\n validationFailedMessage?: string\n) {\n // Any lists of arguments will always be wrapped in '[]' for node arguments or '()' for attribute arguments.\n // We are looking for a '[' or '(' opener that wraps the argument tokens and the relevant closer.\n const closer = popAndCheck(tokens, [\"[\", \"(\"]) === \"[\" ? \"]\" : \")\";\n\n const argumentListTokens: string[] = [];\n const argumentList: AnyArgument[] = [];\n\n // Grab all tokens between the '[' and ']' or '(' and ')'.\n while (tokens.length && tokens[0] !== closer) {\n // The next token is part of our arguments list.\n argumentListTokens.push(tokens.shift()!);\n }\n\n // Validate the order of the argument tokens. Each token must either be a ',' or a single argument that satisfies the validator.\n argumentListTokens.forEach((token, index) => {\n // Get whether this token should be an actual argument.\n const shouldBeArgumentToken = !(index & 1);\n\n // If the current token should be an actual argument then validate it,otherwise it should be a ',' token.\n if (shouldBeArgumentToken) {\n // Get the argument definition.\n const argumentDefinition = getArgumentDefinition(token!, stringArgumentPlaceholders);\n\n // Try to validate the argument.\n if (argumentValidator && !argumentValidator(argumentDefinition)) {\n throw new Error(validationFailedMessage);\n }\n\n // This is a valid argument!\n argumentList.push(argumentDefinition);\n } else {\n // The current token should be a ',' token.\n if (token !== \",\") {\n throw new Error(`invalid argument list, expected ',' or ']' but got '${token}'`);\n }\n }\n });\n\n // The arguments list should terminate with a ']' or ')' token, depending on the opener.\n popAndCheck(tokens, closer);\n\n // Return the argument list.\n return argumentList;\n}\n\n/**\n * Gets an argument value definition.\n * @param token The argument token.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An argument value definition.\n */\nfunction getArgumentDefinition(token: string, stringArgumentPlaceholders: Placeholders): AnyArgument {\n // Check whether the token represents a null value.\n if (token === \"null\") {\n return {\n value: null,\n type: \"null\"\n } as NullArgument;\n }\n\n // Check whether the token represents a boolean value.\n if (token === \"true\" || token === \"false\") {\n return {\n value: token === \"true\",\n type: \"boolean\"\n } as BooleanArgument;\n }\n\n // Check whether the token represents a number value.\n // TODO: Relies on broken isNaN - see MDN.\n // if (!Number.isNaN(token)) {\n if (!isNaN(token as any)) {\n return {\n value: parseFloat(token),\n isInteger: parseFloat(token) === parseInt(token, 10),\n type: \"number\"\n } as NumberArgument;\n }\n\n // Check whether the token is a placeholder (e.g. @@0@@) representing a string literal.\n if (token.match(/^@@\\d+@@$/g)) {\n return {\n value: stringArgumentPlaceholders[token].replace('\\\\\"', '\"'),\n type: \"string\"\n } as StringPlaceholderArgument;\n }\n\n // The only remaining option is that the argument value is an identifier.\n return {\n value: token,\n type: \"identifier\"\n } as IdentifierArgument;\n}\n\n/**\n * Pull any attributes off of the token stack.\n * @param tokens The array of remaining tokens.\n * @param stringArgumentPlaceholders The mapping of string literal node argument placeholders to original values.\n * @returns An array of attributes defined by any directly following tokens.\n */\nfunction getAttributes(tokens: string[], stringArgumentPlaceholders: Placeholders) {\n // Create an array to hold any attributes found.\n const attributes: Attribute[] = [];\n\n // Keep track of names of attribute that we have found on the token stack, as we cannot have duplicates.\n const attributesFound: string[] = [];\n\n // Try to get the attribute factory for the next token.\n let attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n\n // Pull attribute tokens off of the tokens stack until we have no more.\n while (attributeFactory) {\n // Check to make sure that we have not already created a attribute of this type for this node.\n if (attributesFound.indexOf(tokens[0].toUpperCase()) !== -1) {\n throw new Error(`duplicate attribute '${tokens[0].toUpperCase()}' found for node`);\n }\n\n // Add the current attribute type to our array of found attributes.\n attributesFound.push(tokens.shift()!.toUpperCase());\n\n // Grab any attribute arguments.\n const attributeArguments = getArguments(tokens, stringArgumentPlaceholders);\n\n // The first attribute argument has to be an identifer, this will reference an agent function.\n if (attributeArguments.length === 0 || attributeArguments[0].type !== \"identifier\") {\n throw new Error(\"expected agent function name identifier argument for attribute\");\n }\n\n // Grab the first attribute which is an identifier that will reference an agent function.\n const attributeFunctionName = attributeArguments.shift()! as IdentifierArgument;\n\n // Any remaining attribute arguments must have a type of string, number, boolean or null.\n attributeArguments\n .filter((arg) => arg.type === \"identifier\")\n .forEach((arg) => {\n throw new Error(\n \"invalid attribute argument value '\" + arg.value + \"', must be string, number, boolean or null\"\n );\n });\n\n // Create the attribute and add it to the array of attributes found.\n attributes.push(attributeFactory(attributeFunctionName.value, attributeArguments));\n\n // Try to get the next attribute name token, as there could be multiple.\n attributeFactory = AttributeFactories[(tokens[0] || \"\").toUpperCase()];\n }\n\n return attributes;\n}\n\n/**\n * Swaps out any node/attribute argument string literals with placeholders.\n * @param definition The definition.\n * @returns An object containing a mapping of placeholders to original string values as well as the processed definition string.\n */\nfunction substituteStringLiterals(definition: string): {\n placeholders: { [key: string]: string };\n processedDefinition: string;\n} {\n // Create an object to hold the mapping of placeholders to original string values.\n const placeholders: Placeholders = {};\n\n // Replace any string literals wrapped with double quotes in our definition with placeholders to be processed later.\n const processedDefinition = definition.replace(/\\\"(\\\\.|[^\"\\\\])*\\\"/g, (match) => {\n var strippedMatch = match.substring(1, match.length - 1);\n var placeholder = Object.keys(placeholders).find((key) => placeholders[key] === strippedMatch);\n\n // If we have no existing string literal match then create a new placeholder.\n if (!placeholder) {\n placeholder = `@@${Object.keys(placeholders).length}@@`;\n placeholders[placeholder] = strippedMatch;\n }\n\n return placeholder;\n });\n\n return { placeholders, processedDefinition };\n}\n\n/**\n * Parse the tree definition into an array of raw tokens.\n * @param definition The definition.\n * @returns An array of tokens parsed from the definition.\n */\nfunction parseTokensFromDefinition(definition: string): string[] {\n // Add some space around various important characters so that they can be plucked out easier as individual tokens.\n definition = definition.replace(/\\(/g, \" ( \");\n definition = definition.replace(/\\)/g, \" ) \");\n definition = definition.replace(/\\{/g, \" { \");\n definition = definition.replace(/\\}/g, \" } \");\n definition = definition.replace(/\\]/g, \" ] \");\n definition = definition.replace(/\\[/g, \" [ \");\n definition = definition.replace(/\\,/g, \" , \");\n\n // Split the definition into raw token form and return it.\n return definition.replace(/\\s+/g, \" \").trim().split(\" \");\n}\n", "import GuardPath, { GuardPathPart } from \"./attributes/guards/GuardPath\";\nimport buildRootASTNodes, { AnyArgument, RootAstNode } from \"./RootAstNodesBuilder\";\nimport State, { AnyState } from \"./State\";\nimport Lookup from \"./Lookup\";\nimport Node from \"./nodes/Node\";\nimport Root from \"./nodes/decorator/Root\";\nimport Composite from \"./nodes/composite/Composite\";\nimport Decorator from \"./nodes/decorator/Decorator\";\nimport { Agent, GlobalFunction } from \"./Agent\";\nimport { CallbackAttributeDetails } from \"./attributes/callbacks/Callback\";\nimport { GuardAttributeDetails } from \"./attributes/guards/Guard\";\nimport { BehaviourTreeOptions } from \"./BehaviourTreeOptions\";\n\n// Purely for outside inspection of the tree.\nexport type FlattenedTreeNode = {\n id: string;\n type: string;\n caption: string;\n state: AnyState;\n guards: GuardAttributeDetails[];\n callbacks: CallbackAttributeDetails[];\n args: AnyArgument[];\n parentId: string | null;\n};\n\n/**\n * A representation of a behaviour tree.\n */\nexport class BehaviourTree {\n /**\n * The main root tree node.\n */\n public readonly rootNode: Root;\n\n /**\n * Creates a new instance of the BehaviourTree class.\n * @param definition The behaviour tree definition.\n * @param agent The agent instance that this behaviour tree is modelling behaviour for.\n * @param options The behaviour tree options object.\n */\n constructor(definition: string, private agent: Agent, private options: BehaviourTreeOptions = {}) {\n // The tree definition must be defined and a valid string.\n if (typeof definition !== \"string\") {\n throw new Error(\"the tree definition must be a string\");\n }\n\n // The agent must be defined and not null.\n if (typeof agent !== \"object\" || agent === null) {\n throw new Error(\"the agent must be defined and not null\");\n }\n\n // Parse the behaviour tree definition, create the populated tree of behaviour tree nodes, and get the root.\n this.rootNode = BehaviourTree.createRootNode(definition);\n }\n\n /**\n * Gets whether the tree is in the RUNNING state.\n * @returns true if the tree is in the RUNNING state, otherwise false.\n */\n isRunning() {\n return this.rootNode.getState() === State.RUNNING;\n }\n\n /**\n * Gets the current tree state of SUCCEEDED, FAILED, READY or RUNNING.\n * @returns The current tree state.\n */\n getState() {\n return this.rootNode.getState();\n }\n\n /**\n * Step the tree.\n * Carries out a node update that traverses the tree from the root node outwards to any child nodes, skipping those that are already in a resolved state of SUCCEEDED or FAILED.\n * After being updated, leaf nodes will have a state of SUCCEEDED, FAILED or RUNNING. Leaf nodes that are left in the RUNNING state as part of a tree step will be revisited each\n * subsequent step until they move into a resolved state of either SUCCEEDED or FAILED, after which execution will move through the tree to the next node with a state of READY.\n *\n * Calling this method when the tree is already in a resolved state of SUCCEEDED or FAILED will cause it to be reset before tree traversal begins.\n */\n step() {\n // If the root node has already been stepped to completion then we need to reset it.\n if (this.rootNode.getState() === State.SUCCEEDED || this.rootNode.getState() === State.FAILED) {\n this.rootNode.reset();\n }\n\n try {\n this.rootNode.update(this.agent, this.options);\n } catch (exception) {\n throw new Error(`error stepping tree: ${(exception as Error).message}`);\n }\n }\n\n /**\n * Resets the tree from the root node outwards to each nested node, giving each a state of READY.\n */\n reset() {\n this.rootNode.reset();\n }\n\n /**\n * Gets the flattened details of every node in the tree.\n * @returns The flattened details of every node in the tree.\n */\n getFlattenedNodeDetails(): FlattenedTreeNode[] {\n // Create an empty flattened array of tree nodes.\n const flattenedTreeNodes: FlattenedTreeNode[] = [];\n\n /**\n * Helper function to process a node instance and push details into the flattened tree nodes array.\n * @param node The current node.\n * @param parentUid The UID of the node parent, or null if the node is the main root node.\n */\n const processNode = (node: Node, parentUid: string | null) => {\n // Get the guard and callback attribute details for this node.\n const guards = node\n .getAttributes()\n .filter((attribute) => attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as GuardAttributeDetails[];\n const callbacks = node\n .getAttributes()\n .filter((attribute) => !attribute.isGuard())\n .map((attribute) => attribute.getDetails()) as CallbackAttributeDetails[];\n\n // Push the current node 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"names": ["Participant", "Lotto", "createLotto", "State", "createLotto"] } diff --git a/src/BehaviourTree.ts b/src/BehaviourTree.ts index cda86d7..7903613 100644 --- a/src/BehaviourTree.ts +++ b/src/BehaviourTree.ts @@ -227,7 +227,7 @@ export class BehaviourTree { return rootNode; } catch (exception) { // There was an issue in trying to parse and build the tree definition. - throw new Error(`error parsing tree: ${(exception as Error).message}\n${(exception as Error).stack}`); + throw new Error(`error parsing tree: ${(exception as Error).message}`); } } diff --git a/src/RootAstNodesBuilder.ts b/src/RootAstNodesBuilder.ts index 246c5ab..24e74dc 100644 --- a/src/RootAstNodesBuilder.ts +++ b/src/RootAstNodesBuilder.ts @@ -913,7 +913,7 @@ export default function buildRootASTNodes(definition: string): RootAstNode[] { } default: { - throw new Error("unexpected token: " + token); + throw new Error(`unexpected token '${token}'`); } } } @@ -995,7 +995,8 @@ function popAndCheck(tokens: string[], expected: string | string[]) { .concat(expected) .map((item) => "'" + item + "'") .join(" or "); - throw new Error("unexpected token found. Expected " + expectationString + " but got '" + popped + "'"); + + throw new Error(`unexpected token found. Expected '${expectationString}' but got '${popped}'`); } } diff --git a/test/behaviourTree.test.js b/test/behaviourTree.test.js index 6416553..cd35a6e 100644 --- a/test/behaviourTree.test.js +++ b/test/behaviourTree.test.js @@ -29,7 +29,7 @@ describe("A BehaviourTree instance", () => { assert.throws( () => new mistreevous.BehaviourTree("invalid-token { }", {}), Error, - "error parsing tree: unexpected token: invalid-token" + "error parsing tree: unexpected token 'invalid-token'" ); });