Add BTAwaitAnimation action

This commit is contained in:
Serhii Snitsaruk 2023-08-14 17:24:27 +02:00
parent 694eebcf6d
commit 015ec64771
4 changed files with 159 additions and 0 deletions

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@ -0,0 +1,104 @@
/**
* bt_await_animation.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.
* =============================================================================
*/
#include "bt_await_animation.h"
//**** Setters / Getters
void BTAwaitAnimation::set_animation_player(Ref<BBNode> p_animation_player) {
animation_player_param = p_animation_player;
emit_changed();
if (Engine::get_singleton()->is_editor_hint() && animation_player_param.is_valid()) {
animation_player_param->connect(SNAME("changed"), Callable(this, SNAME("emit_changed")));
}
}
void BTAwaitAnimation::set_animation_name(StringName p_animation_name) {
animation_name = p_animation_name;
emit_changed();
}
void BTAwaitAnimation::set_max_time(double p_max_time) {
max_time = p_max_time;
emit_changed();
}
//**** Task Implementation
String BTAwaitAnimation::get_configuration_warning() const {
String warning = BTAction::get_configuration_warning();
if (!warning.is_empty()) {
warning += "\n";
}
if (animation_player_param.is_null()) {
warning += "Animation Player parameter is not set.\n";
} else {
if (animation_player_param->get_value_source() == BBParam::SAVED_VALUE && animation_player_param->get_saved_value().is_zero()) {
warning += "Path to AnimationPlayer node is not set.\n";
} else if (animation_player_param->get_value_source() == BBParam::BLACKBOARD_VAR && animation_player_param->get_variable().is_empty()) {
warning += "AnimationPlayer blackboard variable is not set.\n";
}
}
if (animation_name == StringName()) {
warning += "Animation Name is required in order to wait for the animation to finish.\n";
}
if (max_time <= 0.0) {
warning += "Max time should be greater than 0.0.\n";
}
return warning;
}
String BTAwaitAnimation::_generate_name() const {
return "AwaitAnimation" +
(animation_name != StringName() ? vformat(" \"%s\"", animation_name) : " ???") +
vformat(" max_time: %ss", Math::snapped(max_time, 0.001));
}
void BTAwaitAnimation::_setup() {
setup_failed = true;
ERR_FAIL_COND_MSG(animation_player_param.is_null(), "BTAwaitAnimation: AnimationPlayer parameter is not set.");
animation_player = Object::cast_to<AnimationPlayer>(animation_player_param->get_value(get_agent(), get_blackboard()));
ERR_FAIL_COND_MSG(animation_player == nullptr, "BTAwaitAnimation: Failed to get AnimationPlayer.");
ERR_FAIL_COND_MSG(animation_name == StringName(), "BTAwaitAnimation: Animation Name is not set.");
ERR_FAIL_COND_MSG(!animation_player->has_animation(animation_name), vformat("BTAwaitAnimation: Animation not found: %s", animation_name));
setup_failed = false;
}
int BTAwaitAnimation::_tick(double p_delta) {
ERR_FAIL_COND_V_MSG(setup_failed == true, FAILURE, "BTAwaitAnimation: _setup() failed - returning FAILURE.");
// ! Doing this check instead of using signal due to a bug in Godot: https://github.com/godotengine/godot/issues/76127
if (animation_player->is_playing() && animation_player->get_assigned_animation() == animation_name) {
if (get_elapsed_time() < max_time) {
return RUNNING;
} else if (max_time > 0.0) {
WARN_PRINT(vformat("BTAwaitAnimation: Waiting time for the \"%s\" animation exceeded the allocated %s sec.", animation_name, max_time));
}
}
return SUCCESS;
}
//**** Godot
void BTAwaitAnimation::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_animation_player", "p_anim_player"), &BTAwaitAnimation::set_animation_player);
ClassDB::bind_method(D_METHOD("get_animation_player"), &BTAwaitAnimation::get_animation_player);
ClassDB::bind_method(D_METHOD("set_animation_name", "p_anim_name"), &BTAwaitAnimation::set_animation_name);
ClassDB::bind_method(D_METHOD("get_animation_name"), &BTAwaitAnimation::get_animation_name);
ClassDB::bind_method(D_METHOD("set_max_time", "p_time_sec"), &BTAwaitAnimation::set_max_time);
ClassDB::bind_method(D_METHOD("get_max_time"), &BTAwaitAnimation::get_max_time);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "animation_player", PROPERTY_HINT_RESOURCE_TYPE, "BBNode"), "set_animation_player", "get_animation_player");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "animation_name"), "set_animation_name", "get_animation_name");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max_time", PROPERTY_HINT_RANGE, "0.0,100.0"), "set_max_time", "get_max_time");
}

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@ -0,0 +1,52 @@
/**
* bt_await_animation.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 BT_AWAIT_ANIMATION_H
#define BT_AWAIT_ANIMATION_H
#include "bt_action.h"
#include "modules/limboai/blackboard/bb_param/bb_node.h"
#include "scene/animation/animation_player.h"
class BTAwaitAnimation : public BTAction {
GDCLASS(BTAwaitAnimation, BTAction);
private:
Ref<BBNode> animation_player_param;
StringName animation_name;
double max_time = 1.0;
AnimationPlayer *animation_player = nullptr;
bool setup_failed = false;
protected:
static void _bind_methods();
virtual String _generate_name() const override;
virtual void _setup() override;
virtual int _tick(double p_delta) override;
public:
void set_animation_player(Ref<BBNode> p_animation_player);
Ref<BBNode> get_animation_player() const { return animation_player_param; }
void set_animation_name(StringName p_animation_name);
StringName get_animation_name() const { return animation_name; }
void set_max_time(double p_max_time);
double get_max_time() const { return max_time; }
virtual String get_configuration_warning() const override;
};
#endif // BT_AWAIT_ANIMATION

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@ -60,6 +60,7 @@ def get_doc_classes():
"BTAction", "BTAction",
"BTAlwaysFail", "BTAlwaysFail",
"BTAlwaysSucceed", "BTAlwaysSucceed",
"BTAwaitAnimation",
"BTCheckAgentProperty", "BTCheckAgentProperty",
"BTCheckTrigger", "BTCheckTrigger",
"BTCheckVar", "BTCheckVar",

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@ -45,6 +45,7 @@
#include "blackboard/bb_param/bb_vector4i.h" #include "blackboard/bb_param/bb_vector4i.h"
#include "blackboard/blackboard.h" #include "blackboard/blackboard.h"
#include "bt/actions/bt_action.h" #include "bt/actions/bt_action.h"
#include "bt/actions/bt_await_animation.h"
#include "bt/actions/bt_console_print.h" #include "bt/actions/bt_console_print.h"
#include "bt/actions/bt_fail.h" #include "bt/actions/bt_fail.h"
#include "bt/actions/bt_pause_animation.h" #include "bt/actions/bt_pause_animation.h"
@ -142,6 +143,7 @@ void initialize_limboai_module(ModuleInitializationLevel p_level) {
GDREGISTER_CLASS(BTForEach); GDREGISTER_CLASS(BTForEach);
GDREGISTER_CLASS(BTAction); GDREGISTER_CLASS(BTAction);
GDREGISTER_CLASS(BTAwaitAnimation);
GDREGISTER_CLASS(BTConsolePrint); GDREGISTER_CLASS(BTConsolePrint);
GDREGISTER_CLASS(BTFail); GDREGISTER_CLASS(BTFail);
GDREGISTER_CLASS(BTNewScope); GDREGISTER_CLASS(BTNewScope);