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No commits in common. "0f9c566a638034b069b05e13715d4ef3056f24a9" and "f1af947060748e1bf78613b46ba2ab9889bcae73" have entirely different histories.

12 changed files with 77 additions and 114 deletions

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@ -10,9 +10,9 @@
#*
@tool
extends BTAction
## Moves the agent to the specified position, favoring horizontal movement. [br]
## Returns [code]SUCCESS[/code] when close to the target position (see [member tolerance]);
## otherwise returns [code]RUNNING[/code].
## ArrivePos: Arrive to a position, with a bias to horizontal movement.
## Returns SUCCESS when close to the target position (see tolerance);
## otherwise returns RUNNING.
## Blackboard variable that stores the target position (Vector2)
@export var target_position_var := &"pos"

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@ -10,8 +10,8 @@
#*
@tool
extends BTAction
## Moves the agent in the opposite direction of its current facing. [br]
## Returns [code]RUNNING[/code] always.
## BackAway
## Returns RUNNING always.
## Blackboard variable that stores desired speed.
@export var speed_var: StringName = &"speed"

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@ -10,8 +10,8 @@
#*
@tool
extends BTAction
## Flips the agent to face the target, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if [member target_var] is not a valid [Node2D] instance.
## FaceTarget and return SUCCESS.
## Returns FAILURE if target is not a valid Node2D instance.
## Blackboard variable that stores our target (expecting Node2D).
@export var target_var: StringName = &"target"

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@ -10,8 +10,8 @@
#*
@tool
extends BTAction
## Stores the first node in the [member group] on the blackboard, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if the group contains 0 nodes.
## Get first node in group and save it to the blackboard.
## Returns FAILURE if group contains 0 nodes.
## Name of the SceneTree group.
@export var group: StringName

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@ -10,10 +10,11 @@
#*
@tool
extends BTCondition
## InRange condition checks if the agent is within a range of target,
## defined by [member distance_min] and [member distance_max]. [br]
## Returns [code]SUCCESS[/code] if the agent is within the given range;
## otherwise, returns [code]FAILURE[/code].
## defined by distance_min and distance_max.
## Returns SUCCESS if the agent is within the defined range;
## otherwise, returns FAILURE.
## Minimum distance to target.
@export var distance_min: float

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@ -10,9 +10,9 @@
#*
@tool
extends BTCondition
## Checks if the agent is horizontally aligned with the target. [br]
## Returns [code]SUCCESS[/code] if the agent is horizontally aligned with the target.
## Returns [code]FAILURE[/code] if not aligned or if target is not a valid node instance.
## IsAlignedWithTarget
## Returns SUCCESS if the agent is horizontally aligned with the target.
## Returns FAILURE if not aligned or if target is not a valid node instance.
@export var target_var: StringName = &"target"

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@ -10,10 +10,9 @@
#*
@tool
extends BTAction
## Applies velocity in the direction the agent is facing on each tick
## until the [member duration] is exceeded. [br]
## Returns [code]SUCCESS[/code] if the elapsed time exceeds [member duration]. [br]
## Returns [code]RUNNING[/code] if the elapsed time does not exceed [member duration]. [br]
## MoveForward: Applies velocity each tick until duration is exceeded.
## Returns SUCCESS if elapsed time exceeded duration.
## Returns RUNNING if elapsed time didn't exceed duration.
## Blackboard variable that stores desired speed.
@export var speed_var: StringName = &"speed"

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@ -10,10 +10,11 @@
#*
@tool
extends BTAction
## Move towards the target until the agent is flanking it. [br]
## Returns [code]RUNNING[/code] while moving towards the target but not yet at the desired position. [br]
## Returns [code]SUCCESS[/code] when at the desired position relative to the target (flanking it). [br]
## Returns [code]FAILURE[/code] if the target is not a valid [Node2D] instance. [br]
## Pursue: Move towards target until agent is flanking it.
##
## Returns RUNNING, while moving towards target but not yet at the desired position.
## Returns SUCCESS, when at the desired position from target (flanking it).
## Returns FAILURE, if target is not a valid Node2D instance.
## How close should the agent be to the desired position to return SUCCESS.
const TOLERANCE := 30.0

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@ -10,9 +10,8 @@
#*
@tool
extends BTAction
## Selects a position on the target's side and stores it on the
## blackboard, returning [code]SUCCESS[/code]. [br]
## Returns [code]FAILURE[/code] if the target is not valid.
## SelectFlankingPos on the side of a target, and return SUCCESS.
## Returns FAILURE, if the target is not valid.
enum AgentSide {
CLOSEST,
@ -72,3 +71,4 @@ func _tick(_delta: float) -> Status:
flank_pos = target.global_position - offset
blackboard.set_var(position_var, flank_pos)
return SUCCESS

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@ -1,7 +1,7 @@
@tool
extends BTAction
## Selects a random position nearby within the specified range and stores it on the blackboard. [br]
## Returns [code]SUCCESS[/code].
## SelectRandomNearbyPos: Select a position nearby within specified range.
## Returns SUCCESS.
## Minimum distance to the desired position.
@export var range_min: float = 300.0

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@ -24,8 +24,8 @@
#include "editor/editor_help.h"
#include "editor/editor_node.h"
#include "editor/editor_paths.h"
#include "editor/plugins/script_editor_plugin.h"
#include "editor/themes/editor_scale.h"
#include "editor/plugins/script_editor_plugin.h"
#include "scene/gui/check_box.h"
#endif // LIMBO_MODULE
@ -57,86 +57,30 @@ using namespace godot;
void TaskButton::_bind_methods() {
}
Control *TaskButton::_do_make_tooltip() const {
Control *TaskButton::_do_make_tooltip(const String &p_text) const {
#ifdef LIMBOAI_MODULE
String help_symbol;
bool is_resource = task_meta.begins_with("res://");
if (is_resource) {
help_symbol = "class|\"" + task_meta.lstrip("res://") + "\"|";
} else {
help_symbol = "class|" + task_meta + "|";
}
EditorHelpBit *help_bit = memnew(EditorHelpBit(help_symbol));
EditorHelpBit *help_bit = memnew(EditorHelpBit);
help_bit->set_content_height_limits(1, 360 * EDSCALE);
String desc = _module_get_help_description(task_meta);
if (desc.is_empty() && is_resource) {
// ! HACK: Force documentation parsing.
Ref<Script> s = ResourceLoader::load(task_meta);
if (s.is_valid()) {
Vector<DocData::ClassDoc> docs = s->get_documentation();
for (int i = 0; i < docs.size(); i++) {
const DocData::ClassDoc &doc = docs.get(i);
EditorHelp::get_doc_data()->add_doc(doc);
}
desc = _module_get_help_description(task_meta);
}
}
if (desc.is_empty() && help_bit->get_description().is_empty()) {
desc = "[i]" + TTR("No description.") + "[/i]";
}
if (!desc.is_empty()) {
help_bit->set_description(desc);
String help_text;
if (!p_text.is_empty()) {
help_text = p_text;
} else {
help_text = "[i]" + TTR("No description.") + "[/i]";
}
EditorHelpBitTooltip::show_tooltip(help_bit, const_cast<TaskButton *>(this));
help_bit->set_custom_text(String(), String(), help_text);
return help_bit;
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
// TODO: When we figure out how to retrieve documentation in GDEXTENSION, should add a tooltip control here.
#endif // LIMBOAI_GDEXTENSION
return memnew(Control); // Make the standard tooltip invisible.
return nullptr;
}
#ifdef LIMBOAI_MODULE
String TaskButton::_module_get_help_description(const String &p_class_or_script_path) const {
String descr;
DocTools *dd = EditorHelp::get_doc_data();
HashMap<String, DocData::ClassDoc>::Iterator E;
if (p_class_or_script_path.begins_with("res://")) {
// Try to find by script path.
E = dd->class_list.find(vformat("\"%s\"", p_class_or_script_path.trim_prefix("res://")));
if (!E) {
// Try to guess global script class from filename.
String maybe_class_name = p_class_or_script_path.get_file().get_basename().to_pascal_case();
E = dd->class_list.find(maybe_class_name);
}
} else {
// Try to find core class or global class.
E = dd->class_list.find(p_class_or_script_path);
}
if (E) {
if (E->value.description.is_empty()) {
descr = DTR(E->value.brief_description);
} else {
descr = DTR(E->value.description);
}
}
// TODO: Documentation tooltips are only available in the module variant. Find a way to show em in GDExtension.
return descr;
}
#endif // LIMBOAI_MODULE
TaskButton::TaskButton() {
set_focus_mode(FOCUS_NONE);
}
@ -181,12 +125,11 @@ void TaskPaletteSection::set_filter(String p_filter_text) {
}
}
void TaskPaletteSection::add_task_button(const String &p_name, const Ref<Texture> &icon, const String &p_meta) {
void TaskPaletteSection::add_task_button(const String &p_name, const Ref<Texture> &icon, const String &p_tooltip, Variant p_meta) {
TaskButton *btn = memnew(TaskButton);
btn->set_text(p_name);
BUTTON_SET_ICON(btn, icon);
btn->set_tooltip_text("dummy_text"); // Force tooltip to be shown.
btn->set_task_meta(p_meta);
btn->set_tooltip_text(p_tooltip);
btn->add_theme_constant_override(LW_NAME(icon_max_width), 16 * EDSCALE); // Force user icons to be of the proper size.
btn->connect(LW_NAME(pressed), callable_mp(this, &TaskPaletteSection::_on_task_button_pressed).bind(p_meta));
btn->connect(LW_NAME(gui_input), callable_mp(this, &TaskPaletteSection::_on_task_button_gui_input).bind(p_meta));
@ -479,10 +422,11 @@ void TaskPalette::refresh() {
TaskPaletteSection *sec = memnew(TaskPaletteSection());
sec->set_category_name(cat);
for (const String &task_meta : tasks) {
for (String task_meta : tasks) {
Ref<Texture2D> icon = LimboUtility::get_singleton()->get_task_icon(task_meta);
String tname;
String descr;
if (task_meta.begins_with("res:")) {
if (filter_settings.type_filter == FilterSettings::TYPE_CORE) {
@ -496,7 +440,34 @@ void TaskPalette::refresh() {
tname = task_meta.trim_prefix("BT");
}
sec->add_task_button(tname, icon, task_meta);
#ifdef LIMBOAI_MODULE
// Get documentation.
DocTools *dd = EditorHelp::get_doc_data();
HashMap<String, DocData::ClassDoc>::Iterator E;
// Try-find core class.
E = dd->class_list.find(task_meta);
if (!E) {
// Try to find by script filename.
E = dd->class_list.find(vformat("\"%s\"", task_meta.trim_prefix("res://")));
}
if (!E) {
// Try-find global script class.
String maybe_class_name = task_meta.get_file().get_basename().to_pascal_case();
E = dd->class_list.find(maybe_class_name);
}
if (E) {
if (E->value.description.is_empty() || E->value.description.length() > 1400) {
descr = DTR(E->value.brief_description);
} else {
descr = DTR(E->value.description);
}
}
#endif // LIMBOAI_MODULE
// TODO: Documentation tooltips are only available in the module. Find a way to show em in GDExtension.
sec->add_task_button(tname, icon, descr, task_meta);
}
sec->set_filter("");
sec->connect(LW_NAME(task_button_pressed), callable_mp(this, &TaskPalette::_on_task_button_pressed));

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@ -42,27 +42,18 @@ class TaskButton : public Button {
GDCLASS(TaskButton, Button);
private:
String task_meta;
Control *_do_make_tooltip() const;
#ifdef LIMBOAI_MODULE
String _module_get_help_description(const String &p_class_or_script_path) const;
#endif
Control *_do_make_tooltip(const String &p_text) const;
protected:
static void _bind_methods();
public:
#ifdef LIMBOAI_MODULE
virtual Control *make_custom_tooltip(const String &p_text) const override { return _do_make_tooltip(); }
virtual Control *make_custom_tooltip(const String &p_text) const override { return _do_make_tooltip(p_text); }
#elif LIMBOAI_GDEXTENSION
virtual Object *_make_custom_tooltip(const String &p_text) const override { return _do_make_tooltip(); }
virtual Object *_make_custom_tooltip(const String &p_text) const override { return _do_make_tooltip(p_text); }
#endif
String get_task_meta() const { return task_meta; }
void set_task_meta(const String &p_task_meta) { task_meta = p_task_meta; }
TaskButton();
};
@ -91,7 +82,7 @@ protected:
public:
void set_filter(String p_filter);
void add_task_button(const String &p_name, const Ref<Texture> &icon, const String &p_meta);
void add_task_button(const String &p_name, const Ref<Texture> &icon, const String &p_tooltip, Variant p_meta);
void set_collapsed(bool p_collapsed);
bool is_collapsed() const;