limboai/bt/behavior_tree.h

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/**
* behavior_tree.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.
* =============================================================================
*/
#ifndef BEHAVIOR_TREE_H
#define BEHAVIOR_TREE_H
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#include "../blackboard/blackboard_source.h"
#include "tasks/bt_task.h"
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#ifdef LIMBOAI_MODULE
#include "core/io/resource.h"
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/resource.hpp>
using namespace godot;
#endif // LIMBOAI_GDEXTENSION
class BehaviorTree : public Resource {
GDCLASS(BehaviorTree, Resource);
private:
String description;
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Ref<BlackboardSource> blackboard_source;
Ref<BTTask> root_task;
protected:
static void _bind_methods();
public:
#ifdef LIMBOAI_MODULE
virtual bool editor_can_reload_from_file() override { return false; }
#endif
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void set_blackboard_source(const Ref<BlackboardSource> &p_source);
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Ref<BlackboardSource> get_blackboard_source() const { return blackboard_source; }
void set_description(String p_value) {
description = p_value;
emit_changed();
}
String get_description() const { return description; }
void set_root_task(const Ref<BTTask> &p_value) {
root_task = p_value;
emit_changed();
}
Ref<BTTask> get_root_task() const { return root_task; }
Ref<BehaviorTree> clone() const;
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void copy_other(const Ref<BehaviorTree> &p_other);
Ref<BTTask> instantiate(Node *p_agent, const Ref<Blackboard> &p_blackboard) const;
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BehaviorTree();
};
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#endif // BEHAVIOR_TREE_H