limboai/bt/bt_task.h

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/* bt_task.h */
#ifndef BTTASK_H
#define BTTASK_H
#include "core/array.h"
#include "core/dictionary.h"
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#include "core/object.h"
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#include "core/reference.h"
#include "core/resource.h"
#include "core/ustring.h"
#include "core/vector.h"
#include "scene/resources/texture.h"
class BTTask : public Resource {
GDCLASS(BTTask, Resource);
public:
enum {
FRESH,
RUNNING,
FAILURE,
SUCCESS,
};
private:
friend class BehaviorTree;
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String custom_name;
Object *agent;
Dictionary blackboard;
BTTask *parent;
Vector<Ref<BTTask>> children;
int status;
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Array _get_children() const;
void _set_children(Array children);
protected:
static void _bind_methods();
virtual String _generate_name() const;
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virtual void _setup() {}
virtual void _enter() {}
virtual void _exit() {}
virtual int _tick(float p_delta) { return FAILURE; }
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public:
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Object *get_agent() const { return agent; }
Dictionary get_blackboard() const { return blackboard; }
Ref<BTTask> get_parent() const { return Ref<BTTask>(parent); }
bool is_root() const { return parent == nullptr; }
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Ref<BTTask> get_root() const;
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int get_status() const { return status; }
String get_custom_name() const { return custom_name; }
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void set_custom_name(const String &p_name);
String get_task_name() const;
void initialize(Object *p_agent, Dictionary p_blackboard);
virtual Ref<BTTask> clone() const;
int execute(float p_delta);
void cancel();
Ref<BTTask> get_child(int p_idx) const;
int get_child_count() const;
void add_child(Ref<BTTask> p_child);
void add_child_at_index(Ref<BTTask> p_child, int p_idx);
void remove_child(Ref<BTTask> p_child);
bool has_child(const Ref<BTTask> &p_child) const;
int get_child_index(const Ref<BTTask> &p_child) const;
Ref<BTTask> next_sibling() const;
virtual String get_configuration_warning() const;
virtual Ref<Texture> get_icon() const;
void print_tree(int p_initial_tabs = 0) const;
BTTask();
~BTTask();
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};
#endif // BTTASK_H