limboai/hsm/limbo_state.h

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/**
* limbo_state.h
* =============================================================================
* Copyright 2021-2023 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.
* =============================================================================
*/
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#ifndef LIMBO_STATE_H
#define LIMBO_STATE_H
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#include "../blackboard/blackboard.h"
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#include "../util/limbo_string_names.h"
#ifdef LIMBOAI_MODULE
#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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#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/templates/hash_map.hpp>
#endif // LIMBOAI_GDEXTENSION
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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);
// Implemented in GDScript:
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virtual void _setup();
virtual void _enter();
virtual void _exit();
virtual void _update(double p_delta);
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#ifdef LIMBOAI_MODULE
GDVIRTUAL0(_setup);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
GDVIRTUAL1(_update, double);
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#endif // LIMBOAI_MODULE
virtual void _do_enter();
virtual void _do_exit();
virtual void _do_update(double p_delta);
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void add_event_handler(const String &p_event, const Callable &p_handler);
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public:
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static String EVENT_FINISHED() { return LW_NAME(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 = Variant());
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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 LW_NAME(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();
};
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#endif // LIMBO_STATE_H