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17 Commits

Author SHA1 Message Date
Legendsmith d806b7ceba
Merge bbdafa9033 into dddc713a3a 2024-12-18 05:46:41 -06:00
Serhii Snitsaruk dddc713a3a
Merge pull request #261 from limbonaut/fix-crash-with-vscode-and-gdextension
Fix crash with VSCode and GDExtension
2024-12-17 23:54:21 +01:00
Serhii Snitsaruk 6fecc1e4b5
Merge pull request #262 from namelessvoid/re-arrange-documentation
Suggestion on re-arranging the docs
2024-12-17 23:35:56 +01:00
namelessvoid fe87a87759 Update Readme to accomodate new documentation structure 2024-12-17 20:14:51 +01:00
Simon Kerler 0e0a4685f9
De-duplicated info about pros/cons of GDExtension vs Module
Co-authored-by: Serhii Snitsaruk <limbonaut@pm.me>
2024-12-17 19:47:45 +01:00
Simon Kerler 955da07652
Remove outdated info about built-in documentation
Co-authored-by: Serhii Snitsaruk <limbonaut@pm.me>
2024-12-17 19:42:27 +01:00
namelessvoid 90c0a9a4f6 Merge remote-tracking branch 'origin/master' into re-arrange-documentation 2024-12-17 00:51:05 +01:00
namelessvoid 1359f1e606 Merge BT debugging docs into 'Creating BT' chapter 2024-12-17 00:33:47 +01:00
namelessvoid 0d65c1117a Remove now redundant page from documentation 2024-12-17 00:23:32 +01:00
Serhii Snitsaruk a5118ebc1b
Fix crash while using callable_mp in GDExtension 2024-12-17 00:11:16 +01:00
Serhii Snitsaruk 17872e7048
Fix broken syntax in docs 2024-12-16 22:19:54 +01:00
Serhii Snitsaruk f7a63ca673
Merge pull request #260 from limbonaut/doc-contributing
Doc: Add Contributing page
2024-12-16 22:04:00 +01:00
Serhii Snitsaruk 691208016c
Doc: Add Contributing page 2024-12-16 22:03:59 +01:00
namelessvoid 35a2cbac56 Re-arrange documentation 2024-12-16 21:47:20 +01:00
Serhii Snitsaruk db827a8d30
Merge pull request #258 from namelessvoid/fix-typo-in-example
Add missing 'not' in HSM state example
2024-12-16 12:36:22 +01:00
namelessvoid 360e24c330 Add missing 'not' in HSM state example 2024-12-16 00:43:46 +01:00
Legendsmith bbdafa9033 Update editor_plugin, utility, amd compat files for Godot 4.4
- Update #includes and header macros to account for the changes in godotengine/godot/#96389
- Tested by compiling with mingw64
2024-10-22 22:55:34 +11:00
19 changed files with 249 additions and 175 deletions

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@ -16,7 +16,7 @@
**LimboAI** is an open-source C++ plugin for **Godot Engine 4** providing a combination of **LimboAI** is an open-source C++ plugin for **Godot Engine 4** providing a combination of
**Behavior Trees** and **State Machines**, which can be used together to create complex AI behaviors. **Behavior Trees** and **State Machines**, which can be used together to create complex AI behaviors.
It comes with a behavior tree editor, built-in documentation, visual debugger, extensive demo project with a tutorial, and more! It comes with a behavior tree editor, built-in documentation, visual debugger, extensive demo project with a tutorial, and more!
While it is implemented in C++, it fully supports GDScript for [creating your own tasks](https://limboai.readthedocs.io/en/stable/getting-started/custom-tasks.html) and [states](https://limboai.readthedocs.io/en/stable/getting-started/hsm.html). While it is implemented in C++, it fully supports GDScript for [creating your own tasks](https://limboai.readthedocs.io/en/stable/behavior-trees/custom-tasks.html) and [states](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html).
If you enjoy using LimboAI, please **consider supporting** my efforts with a donation on Ko-fi 😊 Your contribution will help me continue developing and improving it. If you enjoy using LimboAI, please **consider supporting** my efforts with a donation on Ko-fi 😊 Your contribution will help me continue developing and improving it.
@ -24,7 +24,7 @@ If you enjoy using LimboAI, please **consider supporting** my efforts with a don
![Textured screenshot](doc/images/behavior-tree-editor-debugger.png) ![Textured screenshot](doc/images/behavior-tree-editor-debugger.png)
Behavior Trees are powerful hierarchical structures used to model and control the behavior of agents in a game (e.g., characters, enemies). They are designed to make it easier to create rich and highly modular behaviors for your games. To learn more about behavior trees, check out [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/stable/getting-started/introduction.html) and our demo project, which includes a tutorial. Behavior Trees are powerful hierarchical structures used to model and control the behavior of agents in a game (e.g., characters, enemies). They are designed to make it easier to create rich and highly modular behaviors for your games. To learn more about behavior trees, check out [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/stable/behavior-trees/introduction.html) and our demo project, which includes a tutorial.
## Demonstration ## Demonstration
@ -50,13 +50,13 @@ Behavior Trees are powerful hierarchical structures used to model and control th
- Execute `BehaviorTree` resources using the `BTPlayer` node. - Execute `BehaviorTree` resources using the `BTPlayer` node.
- Create complex behaviors by combining and nesting tasks in a hierarchy. - Create complex behaviors by combining and nesting tasks in a hierarchy.
- Control execution flow using composite, decorator, and condition tasks. - Control execution flow using composite, decorator, and condition tasks.
- [Create custom tasks](https://limboai.readthedocs.io/en/stable/getting-started/custom-tasks.html) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`. - [Create custom tasks](https://limboai.readthedocs.io/en/stable/behavior-trees/custom-tasks.html) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`.
- Built-in class documentation. - Built-in class documentation.
- Blackboard system: Share data seamlessly between tasks using the `Blackboard`. - Blackboard system: Share data seamlessly between tasks using the `Blackboard`.
- Blackboard plans: Define variables in the BehaviorTree resource and override their values in the BTPlayer node. - Blackboard plans: Define variables in the BehaviorTree resource and override their values in the BTPlayer node.
- Plan editor: Manage variables, their data types and property hints. - Plan editor: Manage variables, their data types and property hints.
- Blackboard scopes: Prevent name conflicts and enable advanced techniques like [sharing data between several agents](https://limboai.readthedocs.io/en/stable/getting-started/using-blackboard.html#sharing-data-between-several-agents). - Blackboard scopes: Prevent name conflicts and enable advanced techniques like [sharing data between several agents](https://limboai.readthedocs.io/en/stable/behavior-trees/using-blackboard.html#sharing-data-between-several-agents).
- Blackboard parameters: [Export a BB parameter](https://limboai.readthedocs.io/en/stable/getting-started/using-blackboard.html#task-parameters), for which user can provide a value or bind it to a blackboard variable (can be used in custom tasks). - Blackboard parameters: [Export a BB parameter](https://limboai.readthedocs.io/en/stable/behavior-trees/using-blackboard.html#task-parameters), for which user can provide a value or bind it to a blackboard variable (can be used in custom tasks).
- Inspector support for specifying blackboard variables (custom editor for exported `StringName` properties ending with "_var"). - Inspector support for specifying blackboard variables (custom editor for exported `StringName` properties ending with "_var").
- Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability. - Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability.
- Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues. - Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues.
@ -67,24 +67,24 @@ Behavior Trees are powerful hierarchical structures used to model and control th
- Extend the `LimboState` class to implement state logic. - Extend the `LimboState` class to implement state logic.
- `LimboHSM` node serves as a state machine that manages `LimboState` instances and transitions. - `LimboHSM` node serves as a state machine that manages `LimboState` instances and transitions.
- `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances. - `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances.
- [Event-based](https://limboai.readthedocs.io/en/stable/getting-started/hsm.html#events-and-transitions): Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic. - [Event-based](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html#events-and-transitions): Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
- Combine state machines with behavior trees using `BTState` for advanced reactive AI. - Combine state machines with behavior trees using `BTState` for advanced reactive AI.
- Delegation Option: Using the vanilla `LimboState`, [delegate the implementation](https://limboai.readthedocs.io/en/stable/getting-started/hsm.html#single-file-state-machine-setup) to your callback functions, making it perfect for rapid prototyping and game jams. - Delegation Option: Using the vanilla `LimboState`, [delegate the implementation](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html#single-file-state-machine-setup) to your callback functions, making it perfect for rapid prototyping and game jams.
- 🛈 Note: State machine setup and initialization require code; there is no GUI editor. - 🛈 Note: State machine setup and initialization require code; there is no GUI editor.
- **Tested:** Behavior tree tasks and HSM are covered by unit tests. - **Tested:** Behavior tree tasks and HSM are covered by unit tests.
- **GDExtension:** LimboAI can be [used as extension](https://limboai.readthedocs.io/en/stable/getting-started/gdextension.html). Custom engine builds are not necessary. - **GDExtension:** LimboAI can be [used as extension](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html#get-gdextension-version). Custom engine builds are not necessary.
- **Demo + Tutorial:** Check out our extensive demo project, which includes an introduction to behavior trees using examples. - **Demo + Tutorial:** Check out our extensive demo project, which includes an introduction to behavior trees using examples.
## First steps ## First steps
Follow the [First steps](https://limboai.readthedocs.io/en/stable/index.html#first-steps) guide to learn how to get started with LimboAI and the demo project. Follow the [Getting started](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html) guide to learn how to get started with LimboAI and the demo project.
## Getting LimboAI ## Getting LimboAI
LimboAI can be used as either a C++ module or as a GDExtension shared library. GDExtension version is more convenient to use but somewhat limited in features. Whichever you choose to use, your project will stay compatible with both and you can switch from one to the other any time. See [Using GDExtension](https://limboai.readthedocs.io/en/stable/getting-started/gdextension.html). LimboAI can be used as either a C++ module or as a GDExtension shared library. GDExtension version is more convenient to use but somewhat limited in features. Whichever you choose to use, your project will stay compatible with both and you can switch from one to the other any time. See [Using GDExtension](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html#get-gdextension-version).
### Precompiled builds ### Precompiled builds
@ -109,19 +109,20 @@ LimboAI can be used as either a C++ module or as a GDExtension shared library. G
## Using the plugin ## Using the plugin
- Online Documentation: [stable](https://limboai.readthedocs.io/en/stable/index.html), [latest](https://limboai.readthedocs.io/en/latest/index.html) - Online Documentation: [stable](https://limboai.readthedocs.io/en/stable/index.html), [latest](https://limboai.readthedocs.io/en/latest/index.html)
- [First steps](https://limboai.readthedocs.io/en/stable/index.html#first-steps) - [Getting started](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html)
- [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/stable/getting-started/introduction.html) - [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/stable/behavior-trees/introduction.html)
- [Creating custom tasks in GDScript](https://limboai.readthedocs.io/en/stable/getting-started/custom-tasks.html) - [Creating custom tasks in GDScript](https://limboai.readthedocs.io/en/stable/behavior-trees/custom-tasks.html)
- [Sharing data using Blackboard](https://limboai.readthedocs.io/en/stable/getting-started/using-blackboard.html) - [Sharing data using Blackboard](https://limboai.readthedocs.io/en/stable/behavior-trees/using-blackboard.html)
- [Accessing nodes in the scene tree](https://limboai.readthedocs.io/en/stable/getting-started/accessing-nodes.html) - [Accessing nodes in the scene tree](https://limboai.readthedocs.io/en/stable/behavior-trees/accessing-nodes.html)
- [State machines](https://limboai.readthedocs.io/en/stable/getting-started/hsm.html) - [State machines](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html)
- [Using GDExtension](https://limboai.readthedocs.io/en/stable/getting-started/gdextension.html) - [Using GDExtension](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html#get-gdextension-version)
- [Using LimboAI with C#](https://limboai.readthedocs.io/en/stable/getting-started/c-sharp.html) - [Using LimboAI with C#](https://limboai.readthedocs.io/en/stable/getting-started/c-sharp.html)
- [Class reference](https://limboai.readthedocs.io/en/stable/getting-started/featured-classes.html) - [Class reference](https://limboai.readthedocs.io/en/stable/classes/featured-classes.html)
## Contributing ## Contributing
Contributions are welcome! Please open issues for bug reports, feature requests, or code changes. Keep the minor versions backward-compatible when submitting pull requests. Contributions are welcome! Please open issues for bug reports, feature requests, or code changes.
For detailed guidelines on contributing to code or documentation, check out our [Contributing](https://limboai.readthedocs.io/en/latest/getting-started/contributing.html) page.
If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it. If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it.

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@ -35,7 +35,7 @@ void BTNewScope::_set_parent_scope_plan_from_bt() {
ERR_FAIL_NULL(get_blackboard_plan()); ERR_FAIL_NULL(get_blackboard_plan());
Ref<BehaviorTree> bt = get_root()->editor_get_behavior_tree(); Ref<BehaviorTree> bt = get_root()->editor_get_behavior_tree();
ERR_FAIL_NULL(bt); ERR_FAIL_NULL(bt);
get_blackboard_plan()->set_parent_scope_plan_provider(callable_mp(bt.ptr(), &BehaviorTree::get_blackboard_plan)); get_blackboard_plan()->set_parent_scope_plan_provider(Callable(bt.ptr(), "get_blackboard_plan"));
} }
#endif // TOOLS_ENABLED #endif // TOOLS_ENABLED

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@ -0,0 +1,24 @@
.. _create_tree::
Creating Behavior Trees
=======================
This chapter describes how to create and debug behavior trees.
Add a Behavior Tree to an agent
-------------------------------
Follow these steps to add a behavior tree to a new or existing agent:
1. Make a scene file for your agent, or open an existing scene.
2. Add a :ref:`BTPlayer<class_BTPlayer>` node to your scene.
3. Select :ref:`BTPlayer<class_BTPlayer>`, and create a new behavior tree in the inspector.
4. Optionally, you can save the behavior tree to a file using the property's context menu.
5. Click the behavior tree property to open it in the LimboAI editor.
Debugging Behavior Trees
------------------------
In Godot Engine, follow to "Bottom Panel > Debugger > LimboAI" tab. With the LimboAI debugger,
you can inspect any currently active behavior tree within the running project. The debugger can be detached
from the main editor window, which can be particularly useful if you have a HiDPI or a secondary display.

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@ -1,7 +1,7 @@
.. _custom_tasks: .. _custom_tasks:
Creating custom tasks in GDScript Creating custom tasks
================================= =====================
By default, user tasks should be placed in the ``res://ai/tasks`` By default, user tasks should be placed in the ``res://ai/tasks``
directory. You can set an alternative location for user tasks in the directory. You can set an alternative location for user tasks in the
@ -145,3 +145,47 @@ Example 2: InRange condition
return SUCCESS return SUCCESS
else: else:
return FAILURE return FAILURE
.. _creating_tasks_in_c
Creating tasks in C#
--------------------
You can use the following script template for custom tasks:
.. code:: csharp
using Godot;
using System;
[Tool]
public partial class _CLASS_ : _BASE_
{
public override string _GenerateName()
{
return "_CLASS_";
}
public override void _Setup()
{
}
public override void _Enter()
{
}
public override void _Exit()
{
}
public override Status _Tick(double delta)
{
return Status.Success;
}
public override string[] _GetConfigurationWarnings()
{
return Array.Empty<string>();
}
}

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@ -21,47 +21,3 @@ Each provided build comes with a GodotSharp folder, which has packages under
Regarding GDExtension, I can only confirm success with the module version and C#. Regarding GDExtension, I can only confirm success with the module version and C#.
Unfortunately, I haven't had any luck with the GDExtension version yet. Unfortunately, I haven't had any luck with the GDExtension version yet.
If you've had success with GDExtension, please let me know via Discord or email. If you've had success with GDExtension, please let me know via Discord or email.
Creating custom tasks in C#
---------------------------
**🛈 Note:** For more information, check out :ref:`creating custom tasks in GDScript <custom_tasks>`.
You can use the following script template for custom tasks:
.. code:: csharp
using Godot;
using System;
[Tool]
public partial class _CLASS_ : _BASE_
{
public override string _GenerateName()
{
return "_CLASS_";
}
public override void _Setup()
{
}
public override void _Enter()
{
}
public override void _Exit()
{
}
public override Status _Tick(double delta)
{
return Status.Success;
}
public override string[] _GetConfigurationWarnings()
{
return Array.Empty<string>();
}
}

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@ -0,0 +1,70 @@
.. _contributing:
Contributing
============
We target the latest stable version of the Godot Engine for development until a
third beta or a release candidate of an upcoming Godot release becomes available.
If you want to contribute to the project, please ensure that you are using the
corresponding Godot version.
We follow the `Godot code style guidelines <https://docs.godotengine.org/en/stable/contributing/development/code_style_guidelines.html#doc-code-style-guidelines>`_.
Please use ``clang-format`` to maintain consistent styling. You can install
``pre-commit`` hooks for Git using ``pre-commit install`` to automate this process.
Please keep the minor versions backward-compatible when submitting pull requests.
We support building LimboAI as a module for the Godot Engine and as a GDExtension library.
Make sure your contribution is compatible with both. Our CI workflow will verify
that your changes can be compiled in both configurations.
Compiling as module of the Godot Engine
---------------------------------------
1. Clone the Godot Engine repository.
2. Switch to the latest stable tag.
3. Clone the LimboAI repository into the ``modules/limboai`` directory.
.. code-block:: bash
git clone https://github.com/godotengine/godot.git
git checkout 4.3-stable # Replace "4.3-stable" with the latest stable tag
git clone https://github.com/limbonaut/limboai modules/limboai
Consult the `Godot Engine documentation <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_
for detailed instructions on building the engine.
**Unit tests** can be compiled using the ``tests=yes`` build option. To execute them,
run the compiled Godot binary with the ``--test --tc="*[LimboAI]*"`` command-line options.
Compiling as GDExtension library
--------------------------------
You'll need the SCons build tool and a C++ compiler. See also `Compiling <https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html>`_.
Run ``scons target=editor`` to build the plugin library for your current platform.
- SCons will automatically clone the ``godot-cpp`` repository if it doesn't already exist in the ``limboai/godot-cpp`` directory.
- By default, built targets are placed in the demo project: ``demo/addons/limboai/bin/``.
Check ``scons -h`` for other options and targets.
Contributing to the documentation
---------------------------------
Online documentation is created using `Sphinx <https://www.sphinx-doc.org/en/master/>`_.
Source files are located in the ``doc/source`` directory in RST format and can
be built locally with ``sphinx-build``. See the
`Sphinx documentation <https://www.sphinx-doc.org/en/master/tutorial/getting-started.html>`_
for more details.
Class documentation resides in XML files within the ``doc_classes/`` directory.
If you create a new class or modify an existing one, you can run the compiled
Godot binary with the ``--doctool`` option in the root of the Godot source code
to generate the missing XML files or sections within those files in the class documentation.
After editing the XML files, please run the compiled editor binary with the ``--doctool``
option again to update and tidy up the XML files.
Sphinx RST files for the class documentation are generated from
XML files using the Godot script ``make_rst.py`` and stored in the ``doc/source/classes`` directory.
This process is performed using our own script ``gdextension/update_rst.sh``. RST files
in ``doc/source/classes`` should not be edited manually.

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@ -1,31 +0,0 @@
.. _gdextension:
Using GDExtension
=================
**🛈 See also:** `What is GDExtension? <https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/what_is_gdextension.html#what-is-gdextension>`_
LimboAI can be used as either a C++ module or as a GDExtension shared library.
The module version is the most feature-full and slightly more performant, but
it requires using custom engine builds including the export templates.
**🛈 Note:** Precompiled builds are available on the official
`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page.
GDExtension version is more convenient to use, as you don't need a custom engine
build. You can simply download the extension and put it inside your project.
However, it has certain limitations, described in detail in the next section.
Whichever you choose to use, remember, your project will stay compatible with
both and you can transition from one to the other any time.
Limitations of the GDExtension version
--------------------------------------
GDExtension is the most convenient way of using the LimboAI plugin, but it comes
with certain limitations.
* Built-in documentation is not available. The plugin will open online documentation instead when requested.
* Documentation tooltips are not available.
* Handy :ref:`class_BBParam` property editor is not available in the extension due to dependencies on the engine classes that are not available in the Godot API.

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@ -0,0 +1,46 @@
Getting LimboAI
===============
LimboAI can be used as either a C++ module or as a GDExtension shared library.
There are some differences between the two. In short, GDExtension version is more
convenient to use but somewhat limited in features. The module version provides better editor
experience and is slightly more performant, but it requires using custom engine builds including the export templates.
Whichever you choose to use, your project will stay compatible with both and you can switch from one to
the other any time.
Choose the version you'd like to use. If you're unsure, start with the GDExtension version.
You can change your decision at any time - both versions are fully compatible.
Get GDExtension version
------------------------
GDExtension is the most convenient way of using the LimboAI plugin, but it comes
with certain limitations:
* Documentation tooltips are not available.
* Handy :ref:`class_BBParam` property editor is not available in the extension due to dependencies on the engine classes that are not available in the Godot API.
**🛈 See also:** `What is GDExtension? <https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/what_is_gdextension.html#what-is-gdextension>`_
Installation instructions:
1. Make sure you're using the latest stable version of the Godot editor.
2. Create a new project for your experiments with LimboAI.
3. In Godot, click AssetLib tab at the top of the screen and search for LimboAI. Download it. LimboAI plugin will be downloaded with the demo project files. Don't mind the errors printed at this point, this is due to the extension library not being loaded just yet.
4. Reload your project with `Project -> Reload project`. There shouldn't be any errors printed now.
5. In the project files, locate a scene file called `showcase.tscn` and run it. It's the demo's entry point.
Get module version
-------------------
Precompiled builds are available on the official
`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page,
and in the Asset Library (coming soon!).
Installation instructions:
1. In `GitHub releases <https://github.com/limbonaut/limboai/releases/>`_, download the latest pre-compiled release build for your platform.
2. Download the demo project archive from the same release.
3. Extract the pre-compiled editor and the demo project files.
4. Launch the pre-compiled editor binary, import and open the demo project.
5. Run the project.

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@ -1,8 +1,8 @@
.. _hsm: .. _hsm:
State Machines Create State Machines
============== =====================
This guide will show how to set up and use a state machine using :ref:`LimboHSM<class_LimboHSM>`. This guide will show how to set up and use a state machine using :ref:`LimboHSM<class_LimboHSM>`.
@ -197,7 +197,7 @@ Let's illustrate this with a practical code example:
func _idle_update(delta: float) -> void: func _idle_update(delta: float) -> void:
var dir: Vector2 = Input.get_vector( var dir: Vector2 = Input.get_vector(
&"ui_left", &"ui_right", &"ui_up", &"ui_down") &"ui_left", &"ui_right", &"ui_up", &"ui_down")
if dir.is_zero_approx(): if not dir.is_zero_approx():
hsm.dispatch(&"movement_started") hsm.dispatch(&"movement_started")

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@ -1,9 +1,6 @@
LimboAI Documentation LimboAI Documentation
===================== =====================
About
-----
**LimboAI** is an open-source C++ module for **Godot Engine 4** providing a combination of **LimboAI** is an open-source C++ module for **Godot Engine 4** providing a combination of
**Behavior Trees** and **State Machines** for crafting your games AI. It comes with a **Behavior Trees** and **State Machines** for crafting your games AI. It comes with a
behavior tree editor, built-in documentation, visual debugger, and more! While behavior tree editor, built-in documentation, visual debugger, and more! While
@ -18,73 +15,36 @@ of agents in a game (e.g., characters, enemies, entities). They are designed to
make it easier to create complex and highly modular behaviors for your games. make it easier to create complex and highly modular behaviors for your games.
To learn more about behavior trees, check out :ref:`introduction`. To learn more about behavior trees, check out :ref:`introduction`.
**Hierarchical State Machines** are finite state machines that allow any state to host their own
Getting LimboAI sub-state machine. This allows you to tackle your AI's state and transition complexity by breaking down
--------------- one big state machine into multiple smaller ones.
Precompiled builds are available on the official
`LimboAI GitHub <https://github.com/limbonaut/limboai#getting-limboai>`_ page,
and in the Asset Library (coming soon!).
LimboAI can be used as either a C++ module or as a GDExtension shared library.
There are some differences between the two. In short, GDExtension version is more
convenient to use but somewhat limited in features. Whichever you choose to use,
your project will stay compatible with both and you can switch from one to
the other any time. For more information on this topic, see :ref:`gdextension`.
**🛈 Note:** Class reference is available in the side bar.
First steps
-----------
Choose the version you'd like to use. The module version provides better editor
experience and performance, while the GDExtension version is more convenient to use.
If you're unsure, start with the GDExtension version.
You can change your decision at any time - both versions are fully compatible.
For more information, see :ref:`gdextension`.
With GDExtension version
~~~~~~~~~~~~~~~~~~~~~~~~
1. Make sure you're using the latest stable version of the Godot editor.
2. Create a new project for your experiments with LimboAI.
3. In Godot, click AssetLib tab at the top of the screen and search for LimboAI. Download it. LimboAI plugin will be downloaded with the demo project files. Don't mind the errors printed at this point, this is due to the extension library not being loaded just yet.
4. Reload your project with `Project -> Reload project`. There shouldn't be any errors printed now.
5. In the project files, locate a scene file called `showcase.tscn` and run it. It's the demo's entry point.
With module version
~~~~~~~~~~~~~~~~~~~
1. In `GitHub releases <https://github.com/limbonaut/limboai/releases/>`_, download the latest pre-compiled release build for your platform.
2. Download the demo project archive from the same release.
3. Extract the pre-compiled editor and the demo project files.
4. Launch the pre-compiled editor binary, import and open the demo project.
5. Run the project.
Creating your own behavior trees
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. Make a scene file for your agent, or open an existing scene.
2. Add a :ref:`BTPlayer<class_BTPlayer>` node to your scene.
3. Select :ref:`BTPlayer<class_BTPlayer>`, and create a new behavior tree in the inspector.
4. Optionally, you can save the behavior tree to a file using the property's context menu.
5. Click the behavior tree property to open it in the LimboAI editor.
.. toctree:: .. toctree::
:hidden: :hidden:
:maxdepth: 1 :maxdepth: 1
:caption: Getting started :caption: Getting started
getting-started/introduction getting-started/getting-limboai
getting-started/custom-tasks
getting-started/using-blackboard
getting-started/accessing-nodes
getting-started/hsm
getting-started/gdextension
getting-started/c-sharp getting-started/c-sharp
getting-started/featured-classes getting-started/contributing
.. toctree::
:hidden:
:maxdepth: 1
:caption: Behavior Trees
behavior-trees/introduction
behavior-trees/create-tree
behavior-trees/custom-tasks
behavior-trees/using-blackboard
behavior-trees/accessing-nodes
.. toctree::
:hidden:
:maxdepth: 1
:caption: Hierarchical State MachineS
hierarchical-state-machines/create-hsm
.. toctree:: .. toctree::
:hidden: :hidden:
@ -92,11 +52,5 @@ Creating your own behavior trees
:caption: Class reference :caption: Class reference
:glob: :glob:
classes/featured-classes
classes/class_* classes/class_*
Debugging behavior trees
~~~~~~~~~~~~~~~~~~~~~~~~
In Godot Engine, follow to "Bottom Panel > Debugger > LimboAI" tab. With the LimboAI debugger,
you can inspect any currently active behavior tree within the running project. The debugger can be detached
from the main editor window, which can be particularly useful if you have a HiDPI or a secondary display.

View File

@ -36,6 +36,7 @@
#include "editor/editor_file_system.h" #include "editor/editor_file_system.h"
#include "editor/editor_help.h" #include "editor/editor_help.h"
#include "editor/editor_interface.h" #include "editor/editor_interface.h"
#include "editor/editor_main_screen.h"
#include "editor/editor_paths.h" #include "editor/editor_paths.h"
#include "editor/editor_settings.h" #include "editor/editor_settings.h"
#include "editor/filesystem_dock.h" #include "editor/filesystem_dock.h"

View File

@ -24,7 +24,7 @@ void LimboState::set_blackboard_plan(const Ref<BlackboardPlan> &p_plan) {
blackboard_plan = p_plan; blackboard_plan = p_plan;
if (Engine::get_singleton()->is_editor_hint() && blackboard_plan.is_valid()) { if (Engine::get_singleton()->is_editor_hint() && blackboard_plan.is_valid()) {
blackboard_plan->set_parent_scope_plan_provider(callable_mp(this, &LimboState::_get_parent_scope_plan)); blackboard_plan->set_parent_scope_plan_provider(Callable(this, "_get_parent_scope_plan"));
} }
_update_blackboard_plan(); _update_blackboard_plan();
@ -213,6 +213,8 @@ void LimboState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blackboard_plan", "plan"), &LimboState::set_blackboard_plan); ClassDB::bind_method(D_METHOD("set_blackboard_plan", "plan"), &LimboState::set_blackboard_plan);
ClassDB::bind_method(D_METHOD("get_blackboard_plan"), &LimboState::get_blackboard_plan); ClassDB::bind_method(D_METHOD("get_blackboard_plan"), &LimboState::get_blackboard_plan);
ClassDB::bind_method(D_METHOD("_get_parent_scope_plan"), &LimboState::_get_parent_scope_plan);
GDVIRTUAL_BIND(_setup); GDVIRTUAL_BIND(_setup);
GDVIRTUAL_BIND(_enter); GDVIRTUAL_BIND(_enter);
GDVIRTUAL_BIND(_exit); GDVIRTUAL_BIND(_exit);

View File

@ -17,6 +17,7 @@
#include "core/io/resource.h" #include "core/io/resource.h"
#include "core/variant/variant.h" #include "core/variant/variant.h"
#include "editor/editor_node.h" #include "editor/editor_node.h"
#include "editor/editor_main_screen.h"
#include "editor/plugins/script_editor_plugin.h" #include "editor/plugins/script_editor_plugin.h"
#endif // TOOLS_ENABLED #endif // TOOLS_ENABLED
@ -213,7 +214,7 @@ Variant VARIANT_DEFAULT(Variant::Type p_type) {
void SHOW_BUILTIN_DOC(const String &p_topic) { void SHOW_BUILTIN_DOC(const String &p_topic) {
#ifdef LIMBOAI_MODULE #ifdef LIMBOAI_MODULE
ScriptEditor::get_singleton()->goto_help(p_topic); ScriptEditor::get_singleton()->goto_help(p_topic);
EditorNode::get_singleton()->set_visible_editor(EditorNode::EDITOR_SCRIPT); EditorNode::get_singleton()->get_editor_main_screen()->select(EditorMainScreen::EDITOR_SCRIPT);
#elif LIMBOAI_GDEXTENSION #elif LIMBOAI_GDEXTENSION
TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors(); TypedArray<ScriptEditorBase> open_editors = EditorInterface::get_singleton()->get_script_editor()->get_open_script_editors();
ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor."); ERR_FAIL_COND_MSG(open_editors.size() == 0, "Can't open help page. Need at least one script open in the script editor.");

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@ -28,7 +28,7 @@
#define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton()) #define EDITOR_FILE_SYSTEM() (EditorFileSystem::get_singleton())
#define EDITOR_SETTINGS() (EditorSettings::get_singleton()) #define EDITOR_SETTINGS() (EditorSettings::get_singleton())
#define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base()) #define BASE_CONTROL() (EditorNode::get_singleton()->get_gui_base())
#define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_main_screen_control()) #define MAIN_SCREEN_CONTROL() (EditorNode::get_singleton()->get_editor_main_screen()->get_control())
#define SCENE_TREE() (SceneTree::get_singleton()) #define SCENE_TREE() (SceneTree::get_singleton())
#define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active()) #define IS_DEBUGGER_ACTIVE() (EngineDebugger::is_active())
#define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path) #define FS_DOCK_SELECT_FILE(m_path) FileSystemDock::get_singleton()->select_file(m_path)
@ -47,7 +47,7 @@
#define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir() #define GET_PROJECT_SETTINGS_DIR() EditorPaths::get_singleton()->get_project_settings_dir()
#define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res) #define EDIT_RESOURCE(m_res) EditorNode::get_singleton()->edit_resource(m_res)
#define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object()) #define INSPECTOR_GET_EDITED_OBJECT() (InspectorDock::get_inspector_singleton()->get_edited_object())
#define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->select_editor_by_name(m_name)) #define SET_MAIN_SCREEN_EDITOR(m_name) (EditorNode::get_singleton()->get_editor_main_screen()->select_by_name(m_name))
#define FILE_EXISTS(m_path) FileAccess::exists(m_path) #define FILE_EXISTS(m_path) FileAccess::exists(m_path)
#define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES) #define DIR_ACCESS_CREATE() DirAccess::create(DirAccess::ACCESS_RESOURCES)
#define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant())) #define PERFORMANCE_ADD_CUSTOM_MONITOR(m_id, m_callable) (Performance::get_singleton()->add_custom_monitor(m_id, m_callable, Variant()))
@ -85,7 +85,7 @@ using namespace godot;
#define EDITOR_FILE_SYSTEM() (EditorInterface::get_singleton()->get_resource_filesystem()) #define EDITOR_FILE_SYSTEM() (EditorInterface::get_singleton()->get_resource_filesystem())
#define EDITOR_SETTINGS() (EditorInterface::get_singleton()->get_editor_settings()) #define EDITOR_SETTINGS() (EditorInterface::get_singleton()->get_editor_settings())
#define BASE_CONTROL() (EditorInterface::get_singleton()->get_base_control()) #define BASE_CONTROL() (EditorInterface::get_singleton()->get_base_control())
#define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen()) #define MAIN_SCREEN_CONTROL() (EditorInterface::get_singleton()->get_editor_main_screen()->get_control())
#define SCENE_TREE() ((SceneTree *)(Engine::get_singleton()->get_main_loop())) #define SCENE_TREE() ((SceneTree *)(Engine::get_singleton()->get_main_loop()))
#define IS_DEBUGGER_ACTIVE() (EngineDebugger::get_singleton()->is_active()) #define IS_DEBUGGER_ACTIVE() (EngineDebugger::get_singleton()->is_active())
#define FS_DOCK_SELECT_FILE(m_path) EditorInterface::get_singleton()->get_file_system_dock()->navigate_to_path(m_path) #define FS_DOCK_SELECT_FILE(m_path) EditorInterface::get_singleton()->get_file_system_dock()->navigate_to_path(m_path)

View File

@ -416,6 +416,12 @@ String LimboUtility::get_property_hint_text(PropertyHint p_hint) const {
case PROPERTY_HINT_MAX: { case PROPERTY_HINT_MAX: {
return "MAX"; return "MAX";
} }
case PROPERTY_HINT_DICTIONARY_TYPE: {
return "DICTIONARY_TYPE";
}
case PROPERTY_HINT_TOOL_BUTTON: {
return "TOOL_BUTTON";
}
} }
return ""; return "";
} }