limboai/bt/bt_state.cpp

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/**
* bt_state.cpp
* =============================================================================
* 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.
* =============================================================================
*/
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#include "bt_state.h"
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#include "../editor/debugger/limbo_debugger.h"
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#include "../util/limbo_compat.h"
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#include "../util/limbo_string_names.h"
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#ifdef LIMBOAI_MODULE
#include "core/debugger/engine_debugger.h"
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#include "core/error/error_macros.h"
#include "core/object/class_db.h"
#include "core/variant/variant.h"
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#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/engine_debugger.hpp>
#endif // LIMBOAI_GDEXTENSION
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void BTState::set_behavior_tree(const Ref<BehaviorTree> &p_tree) {
if (Engine::get_singleton()->is_editor_hint()) {
if (behavior_tree.is_valid() && behavior_tree->is_connected(LW_NAME(changed), callable_mp(this, &BTState::_update_blackboard_plan))) {
behavior_tree->disconnect(LW_NAME(changed), callable_mp(this, &BTState::_update_blackboard_plan));
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}
if (p_tree.is_valid()) {
p_tree->connect(LW_NAME(changed), callable_mp(this, &BTState::_update_blackboard_plan));
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}
_update_blackboard_plan();
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}
behavior_tree = p_tree;
}
void BTState::_update_blackboard_plan() {
if (get_blackboard_plan().is_null()) {
set_blackboard_plan(Ref<BlackboardPlan>(memnew(BlackboardPlan)));
}
get_blackboard_plan()->set_base_plan(behavior_tree.is_valid() ? behavior_tree->get_blackboard_plan() : nullptr);
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}
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void BTState::_setup() {
LimboState::_setup();
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ERR_FAIL_COND_MSG(behavior_tree.is_null(), "BTState: BehaviorTree is not assigned.");
// TODO: BBNode relies on agent to be scene owner, so if the user provides anything else, the behavior tree can break.
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tree_instance = behavior_tree->instantiate(get_agent(), get_blackboard());
#ifdef DEBUG_ENABLED
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if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
}
#endif
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}
void BTState::_exit() {
LimboState::_exit();
ERR_FAIL_NULL(tree_instance);
tree_instance->abort();
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}
void BTState::_update(double p_delta) {
VCALL_ARGS(_update, p_delta);
ERR_FAIL_NULL(tree_instance);
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int status = tree_instance->execute(p_delta);
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if (status == BTTask::SUCCESS) {
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get_root()->dispatch(success_event, Variant());
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} else if (status == BTTask::FAILURE) {
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get_root()->dispatch(failure_event, Variant());
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}
emit_signal(LW_NAME(updated), p_delta);
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}
void BTState::_notification(int p_notification) {
switch (p_notification) {
#ifdef DEBUG_ENABLED
case NOTIFICATION_ENTER_TREE: {
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if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
}
} break;
#endif // DEBUG_ENABLED
case NOTIFICATION_EXIT_TREE: {
#ifdef DEBUG_ENABLED
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if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
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LimboDebugger::get_singleton()->unregister_bt_instance(tree_instance, get_path());
}
#endif // DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
if (behavior_tree.is_valid() && behavior_tree->is_connected(LW_NAME(changed), callable_mp(this, &BTState::_update_blackboard_plan))) {
behavior_tree->disconnect(LW_NAME(changed), callable_mp(this, &BTState::_update_blackboard_plan));
}
}
} break;
}
}
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void BTState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_behavior_tree", "behavior_tree"), &BTState::set_behavior_tree);
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ClassDB::bind_method(D_METHOD("get_behavior_tree"), &BTState::get_behavior_tree);
ClassDB::bind_method(D_METHOD("get_tree_instance"), &BTState::get_tree_instance);
ClassDB::bind_method(D_METHOD("set_success_event", "event"), &BTState::set_success_event);
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ClassDB::bind_method(D_METHOD("get_success_event"), &BTState::get_success_event);
ClassDB::bind_method(D_METHOD("set_failure_event", "event"), &BTState::set_failure_event);
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ClassDB::bind_method(D_METHOD("get_failure_event"), &BTState::get_failure_event);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "success_event"), "set_success_event", "get_success_event");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "failure_event"), "set_failure_event", "get_failure_event");
}
BTState::BTState() {
success_event = LW_NAME(EVENT_SUCCESS);
failure_event = LW_NAME(EVENT_FAILURE);
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}