limboai/limbo_state.h

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/* limbo_state.h */
#ifndef LIMBO_STATE_H
#define LIMBO_STATE_H
#include "blackboard.h"
#include "core/object/class_db.h"
#include "core/object/gdvirtual.gen.inc"
#include "core/object/object.h"
#include "core/string/string_name.h"
#include "core/string/ustring.h"
#include "core/templates/hash_map.h"
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#include "core/variant/callable.h"
#include "core/variant/variant.h"
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#include "scene/main/node.h"
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class LimboHSM;
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class LimboState : public Node {
GDCLASS(LimboState, Node);
private:
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Node *agent;
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Ref<Blackboard> blackboard;
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HashMap<String, Callable> handlers;
Callable guard_callable;
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protected:
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friend LimboHSM;
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bool active;
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static void _bind_methods();
void _notification(int p_what);
void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); }
Dictionary _get_blackboard_data() const { return blackboard->get_data(); }
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virtual void _initialize(Node *p_agent, const Ref<Blackboard> &p_blackboard);
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virtual void _setup();
virtual void _enter();
virtual void _exit();
virtual void _update(float p_delta);
GDVIRTUAL0(_setup);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
GDVIRTUAL1(_update, float);
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void add_event_handler(const String &p_event, const Callable &p_handler);
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public:
static const String EVENT_FINISHED;
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Ref<Blackboard> get_blackboard() const { return blackboard; }
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Node *get_agent() const { return agent; }
void set_agent(Node *p_agent) { agent = p_agent; }
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virtual bool dispatch(const String &p_event, const Variant &p_cargo);
LimboState *named(String p_name);
LimboState *call_on_enter(const Callable &p_callable);
LimboState *call_on_exit(const Callable &p_callable);
LimboState *call_on_update(const Callable &p_callable);
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_FORCE_INLINE_ String event_finished() const { return EVENT_FINISHED; }
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LimboState *get_root() const;
bool is_active() const { return active; }
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void set_guard(const Callable &p_guard_callable);
void clear_guard();
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LimboState();
};
#endif // LIMBO_STATE_H