Port BBParam classes
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2c4e343a48
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8eed672213
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@ -13,7 +13,6 @@
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#define BB_AABB_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBAabb : public BBParam {
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GDCLASS(BBAabb, BBParam);
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@ -13,7 +13,6 @@
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#define BB_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBArray : public BBParam {
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GDCLASS(BBArray, BBParam);
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@ -13,7 +13,6 @@
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#define BB_BASIS_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBBasis : public BBParam {
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GDCLASS(BBBasis, BBParam);
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@ -13,7 +13,6 @@
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#define BB_BOOL_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBBool : public BBParam {
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GDCLASS(BBBool, BBParam);
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@ -13,7 +13,6 @@
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#define BB_BYTE_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBByteArray : public BBParam {
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GDCLASS(BBByteArray, BBParam);
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@ -13,7 +13,6 @@
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#define BB_COLOR_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBColor : public BBParam {
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GDCLASS(BBColor, BBParam);
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@ -13,7 +13,6 @@
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#define BB_COLOR_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBColorArray : public BBParam {
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GDCLASS(BBColorArray, BBParam);
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@ -13,7 +13,6 @@
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#define BB_DICTIONARY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBDictionary : public BBParam {
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GDCLASS(BBDictionary, BBParam);
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@ -13,7 +13,6 @@
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#define BB_FLOAT_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBFloat : public BBParam {
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GDCLASS(BBFloat, BBParam);
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@ -13,7 +13,6 @@
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#define BB_FLOAT_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBFloatArray : public BBParam {
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GDCLASS(BBFloatArray, BBParam);
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@ -13,7 +13,6 @@
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#define BB_INT_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBInt : public BBParam {
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GDCLASS(BBInt, BBParam);
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@ -13,7 +13,6 @@
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#define BB_INT_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBIntArray : public BBParam {
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GDCLASS(BBIntArray, BBParam);
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@ -10,9 +10,14 @@
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*/
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#include "bb_node.h"
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#ifdef LIMBOAI_MODULE
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#include "core/error/error_macros.h"
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#include "core/variant/variant.h"
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#include "scene/main/node.h"
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#endif // LIMBOAI_MODULE
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#ifdef LIMBOAI_GDEXTENSION
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#include <godot_cpp/classes/node.hpp>
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#endif // LIMBOAI_GDEXTENSION
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Variant BBNode::get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
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ERR_FAIL_COND_V(p_agent == nullptr, Variant());
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@ -28,7 +33,7 @@ Variant BBNode::get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard,
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if (val.get_type() == Variant::NODE_PATH) {
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Node *agent = Object::cast_to<Node>(p_agent);
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ERR_FAIL_COND_V_MSG(agent == nullptr, Variant(), "BBNode: p_agent must be a Node.");
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return agent->get_node(val);
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return agent->get_node_or_null(val);
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} else {
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Object *obj = val;
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if (unlikely(obj == nullptr && val.get_type() != Variant::NIL)) {
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#define BB_NODE_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBNode : public BBParam {
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GDCLASS(BBNode, BBParam);
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@ -11,6 +11,7 @@
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#include "bb_param.h"
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#ifdef LIMBOAI_MODULE
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#include "modules/limboai/util/limbo_utility.h"
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#include "core/core_bind.h"
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@ -19,6 +20,13 @@
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#include "core/object/object.h"
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#include "core/variant/variant.h"
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#include "core/variant/variant_utility.h"
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#endif // LIMBOAI_MODULE
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#ifdef LIMBOAI_GDEXTENSION
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#include "util/limbo_utility.h"
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using namespace godot;
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#endif // LIMBOAI_GDEXTENSION
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VARIANT_ENUM_CAST(BBParam::ValueSource);
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@ -49,6 +57,7 @@ void BBParam::set_variable(const String &p_value) {
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emit_changed();
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}
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#ifdef LIMBOAI_MODULE
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String BBParam::to_string() {
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if (value_source == SAVED_VALUE) {
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String s = saved_value.stringify();
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return LimboUtility::get_singleton()->decorate_var(variable);
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}
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}
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#endif // LIMBOAI_MODULE
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Variant BBParam::get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
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ERR_FAIL_COND_V(!p_blackboard.is_valid(), p_default);
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@ -12,6 +12,7 @@
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#ifndef BB_PARAM_H
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#define BB_PARAM_H
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#ifdef LIMBOAI_MODULE
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#include "modules/limboai/blackboard/blackboard.h"
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#include "modules/limboai/util/limbo_utility.h"
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#include "core/object/object.h"
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#include "core/typedefs.h"
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#include "core/variant/variant.h"
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#endif // LIMBOAI_MODULE
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#ifdef LIMBOAI_GDEXTENSION
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#include "blackboard/blackboard.h"
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#include "util/limbo_utility.h"
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#include <godot_cpp/classes/object.hpp>
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#include <godot_cpp/classes/resource.hpp>
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#include <godot_cpp/core/type_info.hpp>
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#include <godot_cpp/variant/variant.hpp>
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#endif
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class BBParam : public Resource {
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GDCLASS(BBParam, Resource);
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@ -42,8 +54,13 @@ protected:
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static void _bind_methods();
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_FORCE_INLINE_ void _assign_default_value() {
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#ifdef LIMBOAI_MODULE
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Callable::CallError err;
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Variant::construct(get_type(), saved_value, nullptr, 0, err);
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#endif
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#ifdef LIMBOAI_GDEXTENSION
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saved_value.clear();
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#endif
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}
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void set_variable(const String &p_value);
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String get_variable() const { return variable; }
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#ifdef LIMBOAI_MODULE
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virtual String to_string() override;
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#endif
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virtual Variant get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default = Variant());
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#define BB_PLANE_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBPlane : public BBParam {
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GDCLASS(BBPlane, BBParam);
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#define BB_QUATERNION_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBQuaternion : public BBParam {
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GDCLASS(BBQuaternion, BBParam);
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#define BB_RECT2_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBRect2 : public BBParam {
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GDCLASS(BBRect2, BBParam);
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#define BB_RECT2I_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBRect2i : public BBParam {
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GDCLASS(BBRect2i, BBParam);
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#define BB_STRING_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBString : public BBParam {
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GDCLASS(BBString, BBParam);
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#define BB_STRING_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBStringArray : public BBParam {
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GDCLASS(BBStringArray, BBParam);
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#define BB_STRING_NAME_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBStringName : public BBParam {
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GDCLASS(BBStringName, BBParam);
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#define BB_TRANSFORM2D_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBTransform2D : public BBParam {
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GDCLASS(BBTransform2D, BBParam);
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#define BB_TRANSFORM3D_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBTransform3D : public BBParam {
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GDCLASS(BBTransform3D, BBParam);
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*/
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#include "bb_variant.h"
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#include "core/object/object.h"
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#include "core/variant/variant.h"
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void BBVariant::set_type(Variant::Type p_type) {
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if (type != p_type) {
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#define BB_VARIANT_H
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#include "bb_param.h"
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#include "core/object/object.h"
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#include "core/variant/variant.h"
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class BBVariant : public BBParam {
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GDCLASS(BBVariant, BBParam);
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#define BB_VECTOR2_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector2 : public BBParam {
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GDCLASS(BBVector2, BBParam);
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#define BB_VECTOR2_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector2Array : public BBParam {
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GDCLASS(BBVector2Array, BBParam);
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#define BB_VECTOR2I_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector2i : public BBParam {
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GDCLASS(BBVector2i, BBParam);
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@ -13,7 +13,6 @@
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#define BB_VECTOR3_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector3 : public BBParam {
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GDCLASS(BBVector3, BBParam);
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@ -13,7 +13,6 @@
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#define BB_VECTOR3_ARRAY_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector3Array : public BBParam {
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GDCLASS(BBVector3Array, BBParam);
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@ -13,7 +13,6 @@
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#define BB_VECTOR3I_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector3i : public BBParam {
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GDCLASS(BBVector3i, BBParam);
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#define BB_VECTOR4_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector4 : public BBParam {
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GDCLASS(BBVector4, BBParam);
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#define BB_VECTOR4I_H
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#include "bb_param.h"
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#include "core/object/object.h"
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class BBVector4i : public BBParam {
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GDCLASS(BBVector4i, BBParam);
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