limboai/bt/bt_player.h

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/**
* bt_player.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BT_PLAYER_H
#define BT_PLAYER_H
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#include "../blackboard/blackboard.h"
#include "../blackboard/blackboard_plan.h"
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#include "behavior_tree.h"
#include "bt_instance.h"
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#include "tasks/bt_task.h"
#ifdef LIMBOAI_MODULE
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#include "scene/main/node.h"
#endif
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#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/node.hpp>
#endif
class BTPlayer : public Node {
GDCLASS(BTPlayer, Node);
public:
enum UpdateMode : unsigned int {
IDLE, // automatically call update() during NOTIFICATION_PROCESS
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PHYSICS, // automatically call update() during NOTIFICATION_PHYSICS
MANUAL, // manually update state machine, user must call update(delta)
};
private:
Ref<BehaviorTree> behavior_tree;
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NodePath agent_node;
Ref<BlackboardPlan> blackboard_plan;
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UpdateMode update_mode = UpdateMode::PHYSICS;
bool active = true;
Ref<Blackboard> blackboard;
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Node *scene_root_hint = nullptr;
Ref<BTInstance> bt_instance;
void _load_tree();
void _update_blackboard_plan();
protected:
static void _bind_methods();
void _notification(int p_notification);
public:
void set_behavior_tree(const Ref<BehaviorTree> &p_tree);
Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; };
void set_agent_node(const NodePath &p_agent_node);
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NodePath get_agent_node() const { return agent_node; }
void set_blackboard_plan(const Ref<BlackboardPlan> &p_plan);
Ref<BlackboardPlan> get_blackboard_plan() const { return blackboard_plan; }
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const { return update_mode; }
void set_active(bool p_active);
bool get_active() const { return active; }
Ref<Blackboard> get_blackboard() const { return blackboard; }
void set_blackboard(const Ref<Blackboard> &p_blackboard) { blackboard = p_blackboard; }
void update(double p_delta);
void restart();
Ref<BTInstance> get_bt_instance() { return bt_instance; }
void set_bt_instance(const Ref<BTInstance> &p_bt_instance);
void set_scene_root_hint(Node *p_scene_root);
BTPlayer();
~BTPlayer();
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#ifdef DEBUG_ENABLED // Performance monitoring
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private:
bool monitor_performance = false;
void _set_monitor_performance(bool p_monitor_performance);
bool _get_monitor_performance() const { return monitor_performance; }
#endif // * DEBUG_ENABLED
};
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#endif // BT_PLAYER_H