limboai/bt/bt_player.h

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/* bt_player.h */
#ifndef BT_PLAYER_H
#define BT_PLAYER_H
#include "behavior_tree.h"
#include "bt_task.h"
#include "core/object/object.h"
#include "modules/limboai/blackboard.h"
#include "scene/main/node.h"
class BTPlayer : public Node {
GDCLASS(BTPlayer, Node);
public:
enum UpdateMode : unsigned int {
IDLE, // automatically call update() during NOTIFICATION_PROCESS
PHYSICS, //# automatically call update() during NOTIFICATION_PHYSICS
MANUAL, // manually update state machine, user must call update(delta)
};
private:
Ref<BehaviorTree> behavior_tree;
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UpdateMode update_mode = UpdateMode::PHYSICS;
bool active = true;
Ref<Blackboard> blackboard;
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bool prefetch_nodepath_vars = true;
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int last_status = -1;
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Ref<BTTask> tree_instance;
void _load_tree();
protected:
static void _bind_methods();
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void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); }
Dictionary _get_blackboard_data() const { return blackboard->get_data(); }
void _notification(int p_notification);
public:
void set_behavior_tree(const Ref<BehaviorTree> &p_tree);
Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; };
void set_update_mode(UpdateMode p_mode);
UpdateMode get_update_mode() const { return update_mode; }
void set_active(bool p_active);
bool get_active() const { return active; }
Ref<Blackboard> get_blackboard() const { return blackboard; }
void set_blackboard(const Ref<Blackboard> &p_blackboard) { blackboard = p_blackboard; }
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void set_prefetch_nodepath_vars(bool p_value) { prefetch_nodepath_vars = p_value; }
bool get_prefetch_nodepath_vars() const { return prefetch_nodepath_vars; }
void update(double p_delta);
void restart();
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int get_last_status() const { return last_status; }
BTPlayer();
~BTPlayer();
};
#endif // BT_PLAYER_H