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00011 #import "TreeState.h"
00012
00013 @implementation TreeState
00014
00015 #pragma mark -
00016 #pragma mark Initialisation
00017
00022 -(id)initStateForObject:(GameObject*)_object
00023 {
00024 self = [super initStateForObject:_object];
00025
00026 if (self != nil)
00027 {
00028 nodeValue = 0;
00029 action = -1;;
00030
00031 children = [[CCArray alloc] init];
00032 }
00033 return self;
00034 }
00035
00036 #pragma mark -
00037
00042 -(void)addChild:(TreeState*)_state
00043 {
00044
00045 BOOL new = YES;
00046
00047
00048 for (int i = 0; i < [children count]; i++)
00049 if([[children objectAtIndex:i] isEqualTo:_state]) new = NO;
00050
00051
00052 if(new)
00053 {
00054 [children addObject:_state];
00055 [_state setParent:self];
00056 }
00057 }
00058
00063 -(void)setAsLeafNode:(CharacterStates)_state
00064 {
00065 switch (_state)
00066 {
00067 case kStateWin:
00068 nodeValue = 1;
00069 break;
00070
00071 case kStateDead:
00072 nodeValue = -1;
00073 break;
00074
00075 default:
00076 CCLOG(@"%@.setAsLeafNode: Error, agent not dead/won", NSStringFromClass([self class]));
00077 break;
00078 }
00079 }
00080
00085 -(void)setParent:(TreeState*)_parent
00086 {
00087 parent = _parent;
00088 }
00089
00094 -(BOOL)isLeaf
00095 {
00096 return (nodeValue == 1 || nodeValue == -1);
00097 }
00098
00099
00106 -(BOOL)isEqualTo:(TreeState*)_state
00107 {
00108 return (gameObject == [_state getGameObject] && action == [_state getAction]);
00109 }
00110
00115 -(int)getValue
00116 {
00117 return nodeValue;
00118 }
00119
00124 -(CCArray*)getChildren
00125 {
00126 return children;
00127 }
00128
00133 -(void)setAction:(Action)_action
00134 {
00135 action = _action;
00136 }
00137
00142 -(Action)getAction
00143 {
00144 return action;
00145 }
00146
00151 -(CCArray*)getActions
00152 {
00153 CCArray* actionsArray = [CCArray arrayWithCapacity:0];
00154
00155 for (int i = 0; i < [actions count]; i++)
00156 [actionsArray addObject:[[actions objectAtIndex:i] objectAtIndex:0]];
00157
00158 return actionsArray;
00159 }
00160
00166 -(void)setActions:(CCArray*)_actions
00167 {
00168 for (int i = 0; i < [_actions count]; i++)
00169 [actions addObject:[NSMutableArray arrayWithObjects:[_actions objectAtIndex:i], [NSNull null], nil]];
00170 }
00171
00176 -(CCArray*)buildRoute:(CCArray*)_route
00177 {
00178
00179 if(parent != nil)
00180 {
00181 [_route addObject:self];
00182 return [parent buildRoute:_route];
00183 }
00184 else return _route;
00185 }
00186
00190 -(CCArray*)buildRoutes:(CCArray*)_routes
00191 {
00192 for (int i = 0; i < [children count]; i++)
00193 {
00194 TreeState* node = [children objectAtIndex:i];
00195 if([node getValue] == 1)
00196 [_routes addObject:[[children objectAtIndex:i] buildRoute:[[CCArray alloc] init]]];
00197 else [node buildRoutes:_routes];
00198 }
00199 return _routes;
00200 }
00201
00205 -(void)printStructure
00206 {
00207 NSString* outputString = [NSString stringWithFormat:@"%i: Node: %@ Action: %i Parent: %@", [children count], [Utils getObjectAsString:gameObject.gameObjectType], action, [Utils getBooleanAsString:(parent != nil)]];
00208
00209 for (int i = 0; i < [children count]; i++)
00210 [NSString stringWithFormat:@"%@%@, ", outputString, [Utils getObjectAsString:[[children objectAtIndex:i] getGameObject].gameObjectType]];
00211
00212 CCLOG(@"%@", outputString);
00213
00214 for (int i = 0; i < [children count]; i++) [[children objectAtIndex:i] printStructure];
00215 }
00216
00217 @end