limboai/bt/tasks/decorators/bt_cooldown.cpp

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/**
* bt_cooldown.cpp
* =============================================================================
* 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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#include "bt_cooldown.h"
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#ifdef LIMBOAI_MODULE
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#include "scene/main/scene_tree.h"
#endif
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/scene_tree.hpp>
#endif
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//**** Setters / Getters
void BTCooldown::set_duration(double p_value) {
duration = p_value;
emit_changed();
}
void BTCooldown::set_process_pause(bool p_value) {
process_pause = p_value;
emit_changed();
}
void BTCooldown::set_start_cooled(bool p_value) {
start_cooled = p_value;
emit_changed();
}
void BTCooldown::set_trigger_on_failure(bool p_value) {
trigger_on_failure = p_value;
emit_changed();
}
void BTCooldown::set_cooldown_state_var(String p_value) {
cooldown_state_var = p_value;
emit_changed();
}
//**** Task Implementation
String BTCooldown::_generate_name() {
return vformat("Cooldown %s sec", Math::snapped(duration, 0.001));
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}
void BTCooldown::_setup() {
if (cooldown_state_var.is_empty()) {
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cooldown_state_var = vformat("cooldown_%d", rand());
}
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get_blackboard()->set_var(cooldown_state_var, false);
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if (start_cooled) {
_chill();
}
}
BT::Status BTCooldown::_tick(double p_delta) {
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ERR_FAIL_COND_V_MSG(get_child_count() == 0, FAILURE, "BT decorator has no child.");
if (get_blackboard()->get_var(cooldown_state_var, true)) {
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return FAILURE;
}
Status status = get_child(0)->execute(p_delta);
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if (status == SUCCESS || (trigger_on_failure && status == FAILURE)) {
_chill();
}
return status;
}
void BTCooldown::_chill() {
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get_blackboard()->set_var(cooldown_state_var, true);
if (timer.is_valid()) {
timer->set_time_left(duration);
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} else {
#ifdef LIMBOAI_MODULE
timer = SceneTree::get_singleton()->create_timer(duration, process_pause);
#endif
#ifdef LIMBOAI_GDEXTENSION
SceneTree *st = (SceneTree *)Engine::get_singleton()->get_main_loop();
timer = st->create_timer(duration, process_pause);
#endif
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timer->connect(LW_NAME(timeout), callable_mp(this, &BTCooldown::_on_timeout), CONNECT_ONE_SHOT);
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}
}
void BTCooldown::_on_timeout() {
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get_blackboard()->set_var(cooldown_state_var, false);
timer.unref();
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}
//**** Godot
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void BTCooldown::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_duration", "p_value"), &BTCooldown::set_duration);
ClassDB::bind_method(D_METHOD("get_duration"), &BTCooldown::get_duration);
ClassDB::bind_method(D_METHOD("set_process_pause", "p_value"), &BTCooldown::set_process_pause);
ClassDB::bind_method(D_METHOD("get_process_pause"), &BTCooldown::get_process_pause);
ClassDB::bind_method(D_METHOD("set_start_cooled", "p_value"), &BTCooldown::set_start_cooled);
ClassDB::bind_method(D_METHOD("get_start_cooled"), &BTCooldown::get_start_cooled);
ClassDB::bind_method(D_METHOD("set_trigger_on_failure", "p_value"), &BTCooldown::set_trigger_on_failure);
ClassDB::bind_method(D_METHOD("get_trigger_on_failure"), &BTCooldown::get_trigger_on_failure);
ClassDB::bind_method(D_METHOD("set_cooldown_state_var", "p_value"), &BTCooldown::set_cooldown_state_var);
ClassDB::bind_method(D_METHOD("get_cooldown_state_var"), &BTCooldown::get_cooldown_state_var);
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ClassDB::bind_method(D_METHOD("_on_timeout"), &BTCooldown::_on_timeout);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "duration"), "set_duration", "get_duration");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "process_pause"), "set_process_pause", "get_process_pause");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "start_cooled"), "set_start_cooled", "get_start_cooled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "trigger_on_failure"), "set_trigger_on_failure", "get_trigger_on_failure");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "cooldown_state_var"), "set_cooldown_state_var", "get_cooldown_state_var");
}