Add Repeat, RepeatUntilFailure and RepeatUntilSuccess
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/* bt_repeat.cpp */
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#include "bt_repeat.h"
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#include "core/object.h"
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#include "core/variant.h"
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String BTRepeat::_generate_name() const {
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return vformat("Repeat x%s", times);
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}
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void BTRepeat::_enter() {
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_cur_iteration = 1;
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}
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int BTRepeat::_tick(float p_delta) {
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int status = get_child(0)->execute(p_delta);
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if (status == RUNNING) {
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return RUNNING;
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} else if (status == FAILURE && abort_on_failure) {
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return FAILURE;
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} else if (_cur_iteration >= times) {
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return SUCCESS;
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} else {
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_cur_iteration += 1;
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return RUNNING;
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}
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}
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void BTRepeat::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_times", "p_value"), &BTRepeat::set_times);
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ClassDB::bind_method(D_METHOD("get_times"), &BTRepeat::get_times);
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ClassDB::bind_method(D_METHOD("set_abort_on_failure", "p_value"), &BTRepeat::set_abort_on_failure);
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ClassDB::bind_method(D_METHOD("get_abort_on_failure"), &BTRepeat::get_abort_on_failure);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "times", PROPERTY_HINT_RANGE, "1,65535"), "set_times", "get_times");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "abort_on_failure"), "set_abort_on_failure", "get_abort_on_failure");
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}
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/* bt_repeat.h */
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#ifndef BT_REPEAT_H
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#define BT_REPEAT_H
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#include "bt_decorator.h"
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#include "core/object.h"
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class BTRepeat : public BTDecorator {
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GDCLASS(BTRepeat, BTDecorator);
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private:
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int times = 1;
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bool abort_on_failure = false;
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int _cur_iteration = 0;
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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 _enter();
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virtual int _tick(float p_delta);
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public:
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void set_times(int p_value) {
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times = p_value;
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emit_changed();
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};
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int get_times() const { return times; };
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void set_abort_on_failure(bool p_value) {
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abort_on_failure = p_value;
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emit_changed();
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};
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bool get_abort_on_failure() const { return abort_on_failure; };
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};
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#endif // BT_REPEAT_H
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@ -0,0 +1,10 @@
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/* bt_repeat_until_failure.cpp */
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#include "bt_repeat_until_failure.h"
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int BTRepeatUntilFailure::_tick(float p_delta) {
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if (get_child(0)->execute(p_delta) == FAILURE) {
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return SUCCESS;
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}
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return RUNNING;
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}
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@ -0,0 +1,16 @@
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/* bt_repeat_until_failure.h */
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#ifndef BT_REPEAT_UNTIL_FAILURE_H
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#define BT_REPEAT_UNTIL_FAILURE_H
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#include "bt_decorator.h"
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#include "core/object.h"
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class BTRepeatUntilFailure : public BTDecorator {
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GDCLASS(BTRepeatUntilFailure, BTDecorator);
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protected:
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virtual int _tick(float p_delta);
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};
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#endif // BT_REPEAT_UNTIL_FAILURE_H
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@ -0,0 +1,10 @@
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/* bt_repeat_until_success.cpp */
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#include "bt_repeat_until_success.h"
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int BTRepeatUntilSuccess::_tick(float p_delta) {
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if (get_child(0)->execute(p_delta) == SUCCESS) {
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return SUCCESS;
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}
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return RUNNING;
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}
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@ -0,0 +1,16 @@
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/* bt_repeat_until_success.h */
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#ifndef BT_REPEAT_UNTIL_SUCCESS_H
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#define BT_REPEAT_UNTIL_SUCCESS_H
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#include "bt_decorator.h"
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#include "core/object.h"
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class BTRepeatUntilSuccess : public BTDecorator {
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GDCLASS(BTRepeatUntilSuccess, BTDecorator);
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protected:
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virtual int _tick(float p_delta);
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};
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#endif // BT_REPEAT_UNTIL_SUCCESS_H
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@ -13,6 +13,9 @@
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#include "bt_delay.h"
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#include "bt_invert.h"
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#include "bt_parallel.h"
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#include "bt_repeat.h"
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#include "bt_repeat_until_failure.h"
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#include "bt_repeat_until_success.h"
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#include "bt_selector.h"
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#include "bt_sequence.h"
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#include "bt_task.h"
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@ -32,6 +35,9 @@ void register_limboai_types() {
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ClassDB::register_class<BTAlwaysFail>();
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ClassDB::register_class<BTAlwaysSucceed>();
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ClassDB::register_class<BTDelay>();
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ClassDB::register_class<BTRepeat>();
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ClassDB::register_class<BTRepeatUntilFailure>();
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ClassDB::register_class<BTRepeatUntilSuccess>();
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LimboStringNames::create();
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}
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