2022-09-28 10:48:45 +00:00
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/* limbo_state.h */
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#ifndef LIMBO_STATE_H
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#define LIMBO_STATE_H
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#include "blackboard.h"
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2022-09-29 20:44:51 +00:00
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#include "core/class_db.h"
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#include "core/object.h"
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#include "core/string_name.h"
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#include "core/ustring.h"
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#include "core/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 {
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GDCLASS(LimboState, Node);
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private:
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2022-09-29 20:44:51 +00:00
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struct GuardCallback {
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Object *obj = nullptr;
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StringName func;
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Array binds;
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};
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2022-09-28 10:48:45 +00:00
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Object *agent;
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Ref<Blackboard> blackboard;
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Map<String, StringName> handlers;
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GuardCallback guard;
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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();
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void _notification(int p_what);
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virtual void _setup();
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virtual void _enter();
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virtual void _exit();
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virtual void _update(float p_delta);
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void add_event_handler(const String &p_event, const StringName &p_method);
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public:
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static const String EVENT_FINISHED;
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2022-10-19 21:39:27 +00:00
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Ref<Blackboard> get_blackboard() const { return blackboard; }
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Object *get_agent() const { return agent; }
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virtual void initialize(Object *p_agent, const Ref<Blackboard> &p_blackboard);
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virtual bool dispatch(const String &p_event, const Variant &p_cargo);
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LimboState *named(String p_name);
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// LimboState *call_on_setup(Object *p_object, const StringName &p_method) {}
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LimboState *call_on_enter(Object *p_object, const StringName &p_method);
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LimboState *call_on_exit(Object *p_object, const StringName &p_method);
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LimboState *call_on_update(Object *p_object, const StringName &p_method);
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String event_finished() const { return EVENT_FINISHED; }
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LimboState *get_root() const;
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bool is_active() const { return active; }
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void set_guard_func(Object *p_object, const StringName &p_func, const Array &p_binds = Array());
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void clear_guard_func();
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LimboState();
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};
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#endif // LIMBO_STATE_H
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