2022-08-28 10:54:34 +00:00
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/* bt_task.h */
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#ifndef BTTASK_H
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#define BTTASK_H
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#include "core/array.h"
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#include "core/dictionary.h"
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#include "core/object.h"
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#include "core/reference.h"
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#include "core/resource.h"
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#include "core/ustring.h"
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#include "core/vector.h"
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#include "scene/resources/texture.h"
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class BTTask : public Resource {
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GDCLASS(BTTask, Resource);
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public:
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enum {
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FRESH,
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RUNNING,
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FAILURE,
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SUCCESS,
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};
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private:
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friend class BehaviorTree;
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String custom_name;
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Object *agent;
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Dictionary blackboard;
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BTTask *parent;
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Vector<Ref<BTTask>> children;
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int status;
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Array _get_children() const;
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void _set_children(Array children);
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protected:
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static void _bind_methods();
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virtual String _generate_name() const;
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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 int _tick(float p_delta) { return FAILURE; }
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public:
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Object *get_agent() const { return agent; }
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Dictionary get_blackboard() const { return blackboard; }
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Ref<BTTask> get_parent() const { return Ref<BTTask>(parent); }
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bool is_root() const { return parent == nullptr; }
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Ref<BTTask> get_root() const;
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int get_status() const { return status; }
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String get_custom_name() const { return custom_name; }
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void set_custom_name(const String &p_name);
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String get_task_name() const;
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void initialize(Object *p_agent, Dictionary p_blackboard);
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virtual Ref<BTTask> clone() const;
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int execute(float p_delta);
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void cancel();
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Ref<BTTask> get_child(int p_idx) const;
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int get_child_count() const;
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void add_child(Ref<BTTask> p_child);
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void add_child_at_index(Ref<BTTask> p_child, int p_idx);
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void remove_child(Ref<BTTask> p_child);
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bool has_child(const Ref<BTTask> &p_child) const;
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int get_child_index(const Ref<BTTask> &p_child) const;
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Ref<BTTask> next_sibling() const;
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virtual String get_configuration_warning() const;
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virtual Ref<Texture> get_icon() const;
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void print_tree(int p_initial_tabs = 0) const;
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BTTask();
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~BTTask();
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};
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#endif // BTTASK_H
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