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@ -66,6 +66,7 @@
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#include <godot_cpp/classes/ref_counted.hpp>
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#include <godot_cpp/classes/ref_counted.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/resource_loader.hpp>
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#include <godot_cpp/classes/resource_saver.hpp>
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#include <godot_cpp/classes/resource_saver.hpp>
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#include <godot_cpp/classes/scene_tree.hpp>
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#include <godot_cpp/classes/script.hpp>
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#include <godot_cpp/classes/script.hpp>
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#include <godot_cpp/classes/script_editor.hpp>
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#include <godot_cpp/classes/script_editor.hpp>
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#include <godot_cpp/classes/script_editor_base.hpp>
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#include <godot_cpp/classes/script_editor_base.hpp>
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@ -73,6 +74,21 @@
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#include <godot_cpp/core/error_macros.hpp>
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#include <godot_cpp/core/error_macros.hpp>
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#endif // LIMBOAI_GDEXTENSION
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#endif // LIMBOAI_GDEXTENSION
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namespace {
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// If built-in resource - switch to the owner scene (open it if not already).
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inline void _switch_to_owner_scene_if_builtin(const Ref<BehaviorTree> &p_behavior_tree) {
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if (p_behavior_tree.is_valid() && p_behavior_tree->get_path().contains("::")) {
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String current_scene = SCENE_TREE()->get_edited_scene_root()->get_scene_file_path();
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String scene_path = p_behavior_tree->get_path().get_slice("::", 0);
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if (current_scene != scene_path) {
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EditorInterface::get_singleton()->open_scene_from_path(scene_path);
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}
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}
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}
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} // unnamed namespace
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//**** LimboAIEditor
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//**** LimboAIEditor
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_FORCE_INLINE_ String _get_script_template_path() {
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_FORCE_INLINE_ String _get_script_template_path() {
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@ -291,6 +307,8 @@ void LimboAIEditor::_disable_editing() {
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void LimboAIEditor::edit_bt(const Ref<BehaviorTree> &p_behavior_tree, bool p_force_refresh) {
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void LimboAIEditor::edit_bt(const Ref<BehaviorTree> &p_behavior_tree, bool p_force_refresh) {
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ERR_FAIL_COND_MSG(p_behavior_tree.is_null(), "p_behavior_tree is null");
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ERR_FAIL_COND_MSG(p_behavior_tree.is_null(), "p_behavior_tree is null");
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_switch_to_owner_scene_if_builtin(p_behavior_tree);
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if (!p_force_refresh && task_tree->get_bt() == p_behavior_tree) {
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if (!p_force_refresh && task_tree->get_bt() == p_behavior_tree) {
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return;
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return;
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}
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}
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@ -476,6 +494,14 @@ void LimboAIEditor::_process_shortcut_input(const Ref<InputEvent> &p_event) {
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} else if (LW_IS_SHORTCUT("limbo_ai/close_tab", p_event)) {
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} else if (LW_IS_SHORTCUT("limbo_ai/close_tab", p_event)) {
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_tab_menu_option_selected(TAB_CLOSE);
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_tab_menu_option_selected(TAB_CLOSE);
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handled = true;
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handled = true;
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} else if (LW_IS_SHORTCUT("limbo_ai/editor_save_scene", p_event)) {
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// This intercepts the editor save action, but does not set the event as handled because we don't know the user's intention.
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// We just want to save the currently edited BT as well, which may cause a loop with built-in resource if done from "_save_external_data".
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// Workaround for: https://github.com/limbonaut/limboai/issues/240#issuecomment-2453087424
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if (task_tree->get_bt().is_valid() && RESOURCE_IS_BUILT_IN(task_tree->get_bt())) {
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_on_save_pressed();
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}
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handled = false; // intentionally not set as handled
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}
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}
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}
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}
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@ -874,6 +900,7 @@ void LimboAIEditor::_on_tree_task_activated() {
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void LimboAIEditor::_on_visibility_changed() {
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void LimboAIEditor::_on_visibility_changed() {
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if (task_tree->is_visible_in_tree()) {
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if (task_tree->is_visible_in_tree()) {
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_switch_to_owner_scene_if_builtin(task_tree->get_bt());
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Ref<BTTask> sel = task_tree->get_selected();
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Ref<BTTask> sel = task_tree->get_selected();
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if (sel.is_valid()) {
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if (sel.is_valid()) {
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EDIT_RESOURCE(sel);
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EDIT_RESOURCE(sel);
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@ -891,16 +918,6 @@ void LimboAIEditor::_on_visibility_changed() {
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}
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}
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}
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}
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void LimboAIEditor::_on_header_pressed() {
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task_tree->clear_selection();
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#ifdef LIMBOAI_MODULE
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if (task_tree->get_bt().is_valid()) {
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task_tree->get_bt()->editor_set_section_unfold("blackboard_plan", true);
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}
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#endif // LIMBOAI_MODULE
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EDIT_RESOURCE(task_tree->get_bt());
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}
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void LimboAIEditor::_on_save_pressed() {
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void LimboAIEditor::_on_save_pressed() {
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if (task_tree->get_bt().is_null()) {
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if (task_tree->get_bt().is_null()) {
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return;
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return;
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@ -1580,11 +1597,14 @@ LimboAIEditor::LimboAIEditor() {
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LW_SHORTCUT("limbo_ai/save_behavior_tree", TTR("Save Behavior Tree"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(S)));
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LW_SHORTCUT("limbo_ai/save_behavior_tree", TTR("Save Behavior Tree"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(S)));
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LW_SHORTCUT("limbo_ai/load_behavior_tree", TTR("Load Behavior Tree"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(L)));
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LW_SHORTCUT("limbo_ai/load_behavior_tree", TTR("Load Behavior Tree"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(L)));
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LW_SHORTCUT("limbo_ai/open_debugger", TTR("Open Debugger"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(D)));
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LW_SHORTCUT("limbo_ai/open_debugger", TTR("Open Debugger"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY_MASK(ALT) | LW_KEY(D)));
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LW_SHORTCUT("limbo_ai/jump_to_owner", TTR("Jump to Owner"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(J)));
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LW_SHORTCUT("limbo_ai/jump_to_owner", TTR("Jump to Owner"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(G)));
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LW_SHORTCUT("limbo_ai/close_tab", TTR("Close Tab"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(W)));
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LW_SHORTCUT("limbo_ai/close_tab", TTR("Close Tab"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(W)));
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LW_SHORTCUT("limbo_ai/find_task", TTR("Find Task"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(F)));
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LW_SHORTCUT("limbo_ai/find_task", TTR("Find Task"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(F)));
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LW_SHORTCUT("limbo_ai/hide_tree_search", TTR("Close Search"), (Key)(LW_KEY(ESCAPE)));
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LW_SHORTCUT("limbo_ai/hide_tree_search", TTR("Close Search"), (Key)(LW_KEY(ESCAPE)));
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// Intercept editor save scene action.
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LW_SHORTCUT("limbo_ai/editor_save_scene", TTR("Save Scene"), (Key)(LW_KEY_MASK(CMD_OR_CTRL) | LW_KEY(S)));
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set_process_shortcut_input(true);
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set_process_shortcut_input(true);
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save_dialog = memnew(FileDialog);
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save_dialog = memnew(FileDialog);
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@ -1948,8 +1968,9 @@ void LimboAIEditorPlugin::edit(Object *p_object) {
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#elif LIMBOAI_GDEXTENSION
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#elif LIMBOAI_GDEXTENSION
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void LimboAIEditorPlugin::_edit(Object *p_object) {
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void LimboAIEditorPlugin::_edit(Object *p_object) {
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#endif
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#endif
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if (Object::cast_to<BehaviorTree>(p_object)) {
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Ref<BehaviorTree> bt = Object::cast_to<BehaviorTree>(p_object);
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limbo_ai_editor->edit_bt(Object::cast_to<BehaviorTree>(p_object));
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if (bt.is_valid()) {
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limbo_ai_editor->edit_bt(bt);
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}
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}
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}
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}
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