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.github/FUNDING.yml vendored
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ko_fi: limbonaut

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name: Bug report
description: Report a bug in LimboAI
labels:
- bug
body:
- type: markdown
attributes:
value: |
- Write a descriptive title above.
- Search [open](https://github.com/limbonaut/limboai/issues) and [closed](https://github.com/limbonaut/limboai/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
- type: input
attributes:
label: Godot version
description: |
- Specify the Godot version and hardware information if relevant.
- You can copy the version info by clicking on it in the Godot status bar.
- Alternatively, you can copy the version and hardware info in Godot using the main menu command "Help -> Copy System Info".
placeholder: v4.2.2.limboai+v1.1.0.gha [15073afe3]
validations:
required: true
- type: input
attributes:
label: LimboAI version
description: |
- Specify the LimboAI version.
- You can copy the version info by clicking on it in the toolbar of the LimboAI editor (top-right corner).
placeholder: v1.1.0 [8fa609e]
validations:
required: true
- type: dropdown
id: variant
attributes:
label: LimboAI variant
description: Which variant of our plugin are you running?
options:
- GDExtension / AssetLib
- Module (custom editor or template build)
default: 0
validations:
required: true
- type: textarea
attributes:
label: Issue description
description: |
- Describe your issue in detail. What doesn't work and how do you expect it to work instead?
- Provide screenshots and/or a console output if it helps to convey the problem.
validations:
required: true
- type: textarea
attributes:
label: How to reproduce
description: |
- Provide a list of steps or sample code that reproduces the issue.
- You can provide a small Godot project which reproduces the issue, with no unnecessary files included.
- Drag and drop a ZIP archive to upload it (10Mb limit).
- Don't include the `.godot` folder in the archive.
- Redroduction project helps to find the bug more quickly!
validations:
required: true

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blank_issues_enabled: false
contact_links:
- name: Documentation
url: https://limboai.readthedocs.io/en/stable/
about: Please see our documentation for more information.
- name: Discussions
url: https://github.com/limbonaut/limboai/discussions
about: Need help? Ask questions in Discussions or on our Discord server.
- name: Discord Server
url: https://discord.gg/N5MGC95GpP
about: Share your experience or get help on our Discord server.

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name: Feature or improvement proposal
description: Propose a new feature to be added or improved in LimboAI
labels:
- enhancement
body:
- type: markdown
attributes:
value: |
- Write a descriptive title above.
- Search [open](https://github.com/limbonaut/limboai/issues) and [closed](https://github.com/limbonaut/limboai/issues?q=is%3Aissue+is%3Aclosed) issues to ensure it has not already been reported.
- type: textarea
attributes:
label: Problem statement
description: |
- Describe the problem or limitation you're currently facing with the LimboAI plugin.
- If it helps, describe the project you're working on and how it relates to the problem or limitation.
validations:
required: true
- type: textarea
attributes:
label: Proposed solution
description: |
- Describe your proposed solution and how it helps to overcome the problem or limitation.
- If it helps, show how it will work with code, pseudo-code, mock-ups, and/or diagrams.
- You can include any images or videos with drag'n'drop, and sample code blocks with <code>```</code> tags.
validations:
required: true
- type: textarea
attributes:
label: Alternatives
description: |
- Describe alternative solutions and features you've considered.
- If this enhancement will not be used often, can it be worked around with a few clicks or lines of code?
validations:
required: true

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name: Build .NET assemblies
inputs:
platform:
required: true
type: choice
options:
- linuxbsd
- windows
- macos
bin:
required: true
type: string
runs:
using: "composite"
steps:
- name: Override GODOT_VERSION_STATUS for NuGet packages
shell: bash
run: |
GODOT_VERSION_STATUS=$(echo "${GODOT_VERSION_STATUS}" | sed "s|+|-|").gha
echo "GODOT_VERSION_STATUS=${GODOT_VERSION_STATUS}" >> "$GITHUB_ENV"
echo "GODOT_VERSION_STATUS: ${GODOT_VERSION_STATUS}"
- name: Generate C# glue
shell: bash
run: |
./bin/${{inputs.bin}} --headless --generate-mono-glue ./modules/mono/glue || true
- name: Build .NET assemblies
shell: bash
run: |
python ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=${{ inputs.platform }}

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name: Setup version
runs:
using: "composite"
steps:
- name: Set GDEXTENSION_VERSION & LIMBOAI_VERSION
shell: bash
run: |
cd godot-cpp
GDEXTENSION_VERSION=$( (git describe --tags --exact-match HEAD || git rev-parse --short HEAD) | sed 's/\(.*\)-\(.*\)/\1/g' )
if [[ ${GDEXTENSION_VERSION} == godot-* ]]; then
GDEXTENSION_VERSION=${GDEXTENSION_VERSION#"godot-"}
fi
echo "GDEXTENSION_VERSION=${GDEXTENSION_VERSION}" >> "$GITHUB_ENV"
cd ..
echo "LIMBOAI_VERSION=$( (git describe --tags --exact-match HEAD || git rev-parse --short HEAD) | sed 's/\(.*\)-\(.*\)/\1.\2/g' )" >> "$GITHUB_ENV"
- name: Set NAME_PREFIX
shell: bash
run: |
echo "NAME_PREFIX=limboai+${LIMBOAI_VERSION}.gdextension-${GDEXTENSION_VERSION}" >> "$GITHUB_ENV"

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name: Setup version
runs:
using: "composite"
steps:
- name: Set GODOT_VERSION & LIMBOAI_VERSION
shell: bash
run: |
echo "GODOT_VERSION=$( (git describe --tags --exact-match HEAD || git rev-parse --short HEAD) | sed 's/\(.*\)-\(.*\)/\1/g' )" >> "$GITHUB_ENV"
cd modules/limboai
echo "LIMBOAI_VERSION=$( (git describe --tags --exact-match HEAD || git rev-parse --short HEAD) | sed 's/\(.*\)-\(.*\)/\1.\2/g' )" >> "$GITHUB_ENV"
- name: Set NAME_PREFIX
shell: bash
run: echo "NAME_PREFIX=limboai+${LIMBOAI_VERSION}.godot-${GODOT_VERSION}" >> "$GITHUB_ENV"
- name: Set GODOT_VERSION_STATUS & BUILD_NAME
shell: bash
run: |
echo "GODOT_VERSION_STATUS=limboai+${LIMBOAI_VERSION}" >> "$GITHUB_ENV"
echo "BUILD_NAME=gha" >> "$GITHUB_ENV"

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name: Setup Linux toolchain
inputs:
arch:
required: true
runs:
using: "composite"
steps:
- name: Set up environment
shell: bash
run: |
# ! Settings:
TOOLCHAIN_64_URL=https://github.com/godotengine/buildroot/releases/download/godot-2020.11.x-2/x86_64-godot-linux-gnu_sdk-buildroot.tar.bz2
TOOLCHAIN_64_SHA=16c8302fcb676c1f0fb9df73d6cff250ba1f4286
TOOLCHAIN_32_URL=https://github.com/godotengine/buildroot/releases/download/godot-2020.11.x-2/i686-godot-linux-gnu_sdk-buildroot.tar.bz2
TOOLCHAIN_32_SHA=6171652abc54ef219e5187bc53660ee4e2f796f4
TOOLCHAIN_ARM64_URL=https://github.com/godotengine/buildroot/releases/download/godot-2023.08.x-3/aarch64-godot-linux-gnu_sdk-buildroot.tar.bz2
TOOLCHAIN_ARM64_SHA=73bed3d26b92c8b9a93c0ceb6bcce8fe567d1764
TOOLCHAIN_ARM32_URL=https://github.com/godotengine/buildroot/releases/download/godot-2023.08.x-3/arm-godot-linux-gnueabihf_sdk-buildroot.tar.bz2
TOOLCHAIN_ARM32_SHA=aa5853fd73faec3837c6127649471275d7e61cb2
# ! Export variables:
if [[ "${{ inputs.arch }}" == "x86_64" ]]; then
echo "TOOLCHAIN_URL=${TOOLCHAIN_64_URL}" >> "$GITHUB_ENV"
echo "TOOLCHAIN_SHA=${TOOLCHAIN_64_SHA}" >> "$GITHUB_ENV"
elif [[ "${{ inputs.arch }}" == "x86_32" ]]; then
echo "TOOLCHAIN_URL=${TOOLCHAIN_32_URL}" >> "$GITHUB_ENV"
echo "TOOLCHAIN_SHA=${TOOLCHAIN_32_SHA}" >> "$GITHUB_ENV"
elif [[ "${{ inputs.arch }}" == "arm64" ]]; then
echo "TOOLCHAIN_URL=${TOOLCHAIN_ARM64_URL}" >> "$GITHUB_ENV"
echo "TOOLCHAIN_SHA=${TOOLCHAIN_ARM64_SHA}" >> "$GITHUB_ENV"
elif [[ "${{ inputs.arch }}" == "arm32" ]]; then
echo "TOOLCHAIN_URL=${TOOLCHAIN_ARM32_URL}" >> "$GITHUB_ENV"
echo "TOOLCHAIN_SHA=${TOOLCHAIN_ARM32_SHA}" >> "$GITHUB_ENV"
fi
- name: Cache buildroot
id: cache-buildroot
uses: actions/cache@v4
with:
path: buildroot
key: ${{env.TOOLCHAIN_SHA}}
- name: Set up buildroot
if: steps.cache-buildroot.outputs.cache-hit != 'true'
shell: bash
run: |
mkdir buildroot
wget ${TOOLCHAIN_URL} -O buildroot/buildroot.tar.bz2
cd buildroot
echo "${TOOLCHAIN_SHA} buildroot.tar.bz2"
echo "${TOOLCHAIN_SHA} buildroot.tar.bz2" | shasum --check
tar -xjf buildroot.tar.bz2 --strip-components=1
ls -l
rm buildroot.tar.bz2
./relocate-sdk.sh
cd ..

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name: 🔗 All builds
on:
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: master
jobs:
cache-sha:
name: Cache SHA
runs-on: ubuntu-latest
outputs:
godot-sha: ${{ steps.cache-sha.outputs.godot-sha }}
limboai-sha: ${{ steps.cache-sha.outputs.limboai-sha }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
- name: Cache SHA
id: cache-sha
run: |
echo "godot-sha=$(git describe --tags --exact-match HEAD || git rev-parse HEAD)" >> "$GITHUB_OUTPUT"
cd modules/limboai
echo "limboai-sha=$(git describe --tags --exact-match HEAD || git rev-parse HEAD)" >> "$GITHUB_OUTPUT"
android-build:
name: 🤖 Android
needs: cache-sha
uses: ./.github/workflows/android.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
ios-build:
name: 🍏 iOS
needs: cache-sha
uses: ./.github/workflows/ios.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
linux-build:
name: 🐧 Linux
needs: cache-sha
uses: ./.github/workflows/linux.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
test-build: false
macos-build:
name: 🍎 macOS
needs: cache-sha
uses: ./.github/workflows/macos.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
windows-build:
name: 🪟 Windows
needs: cache-sha
uses: ./.github/workflows/windows.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
test-build: false
web-build:
name: 🌐 Web
needs: cache-sha
uses: ./.github/workflows/web.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
gdextension:
name: 🔌 GDExtension
needs: cache-sha
uses: ./.github/workflows/gdextension.yml
with:
godot-cpp-ref: ${{ inputs.godot-cpp-ref }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
test-build: false
demo:
name: 🎮️ Demo project
needs: cache-sha
uses: ./.github/workflows/demo.yml
with:
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}
merge_templates:
name: 📦 Merge templates
if: ${{ always() }}
needs:
[
cache-sha,
android-build,
ios-build,
linux-build,
macos-build,
windows-build,
web-build,
]
uses: ./.github/workflows/merge_templates.yml
with:
godot-ref: ${{ needs.cache-sha.outputs.godot-sha }}
limboai-ref: ${{ needs.cache-sha.outputs.limboai-sha }}

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name: 🤖 Android builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra werror=yes
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
jobs:
android-builds:
runs-on: "ubuntu-20.04"
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
# * Standard arm64
- name: Template (arm64, debug)
arch: arm64
target: template_debug
dotnet: false
- name: Template (arm64, release)
arch: arm64
target: template_release
dotnet: false
# * Standard arm32
- name: Template (arm32, debug)
arch: arm32
target: template_debug
dotnet: false
- name: Template (arm32, release)
arch: arm32
target: template_release
dotnet: false
# * Standard x86_64
- name: Template (x86_64, debug)
arch: x86_64
target: template_debug
dotnet: false
- name: Template (x86_64, release)
arch: x86_64
target: template_release
dotnet: false
# * Standard x86_32
- name: Template (x86_32, debug)
arch: x86_32
target: template_debug
dotnet: false
- name: Template (x86_32, release)
arch: x86_32
target: template_release
dotnet: false
# * .NET arm64
- name: Template .NET (arm64, debug)
arch: arm64
target: template_debug
dotnet: true
- name: Template .NET (arm64, release)
arch: arm64
target: template_release
dotnet: true
# * .NET arm32
- name: Template .NET (arm32, debug)
arch: arm32
target: template_debug
dotnet: true
- name: Template .NET (arm32, release)
arch: arm32
target: template_release
dotnet: true
# * .NET x86_64
- name: Template .NET (x86_64, debug)
arch: x86_64
target: template_debug
dotnet: true
- name: Template .NET (x86_64, release)
arch: x86_64
target: template_release
dotnet: true
# * .NET x86_32
- name: Template .NET (x86_32, debug)
arch: x86_32
target: template_debug
dotnet: true
- name: Template .NET (x86_32, release)
arch: x86_32
target: template_release
dotnet: true
env:
BIN: godot.linuxbsd.${{matrix.target}}.${{matrix.arch}}${{ matrix.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Java 17
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: 17
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
python --version
scons --version
# ! Note: we stopped using the scons cache in release builds.
# - name: Set up scons cache
# uses: actions/cache@v4
# with:
# path: ${{github.workspace}}/.scons_cache/
# key: ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# restore-keys: |
# ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
# ${{env.BIN}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
scons platform=android target=${{matrix.target}} arch=${{matrix.arch}} module_mono_enabled=${{matrix.dotnet}} ${{env.SCONSFLAGS}}
ls platform/android/java/lib/libs/*
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tmp-android${{matrix.dotnet == true && '-dotnet' || ''}}-templates-${{strategy.job-index}}
path: platform/android/java/lib/libs/*
make-android-package:
runs-on: "ubuntu-20.04"
needs: android-builds
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Package Android templates
dotnet: false
- name: Package Android .NET templates
dotnet: true
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Download Android template builds
uses: actions/download-artifact@v4
with:
pattern: tmp-android${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
merge-multiple: true
path: platform/android/java/lib/libs/
- name: Set up Java 17
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: 17
- name: Set up Python 3.x
uses: actions/setup-python@v5
with:
python-version: 3.x
architecture: x64
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
python --version
scons --version
- name: Generate Godot templates
run: |
cd platform/android/java
./gradlew generateGodotTemplates
cd ../../..
ls -l bin/
mkdir -p out/templates/
mv bin/android_* out/templates/
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -l out/*
- name: Delete Android template builds
uses: geekyeggo/delete-artifact@v5
with:
name: tmp-android${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
useGlob: true
failOnError: false
- name: Upload Android libs
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.dotnet == true && '.dotnet' || ''}}.android-lib
path: bin/godot-lib.*
- name: Upload Android templates
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.dotnet == true && '.dotnet' || ''}}.export-templates.android
path: out/*

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name: 🎮️ Demo project
on:
workflow_call:
inputs:
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
workflow_dispatch:
inputs:
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
jobs:
package-demo:
runs-on: ubuntu-latest
name: Package demo
steps:
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
fetch-tags: true
ref: ${{ inputs.limboai-ref }}
- name: Init version
run: echo "LIMBOAI_VERSION=$( (git describe --tags --exact-match HEAD || git rev-parse --short HEAD) | sed 's/\(.*\)-\(.*\)/\1.\2/g' )" >> "$GITHUB_ENV"
- name: Prepare artifact
shell: bash
run: |
cp {README,LICENSE}.md demo/
mkdir -p demo/addons/limboai/
cp -R icons/ demo/addons/limboai/icons
echo "${LIMBOAI_VERSION}" > demo/version.txt
- name: Upload artifact
uses: actions/upload-artifact@v4
env:
NAME: limboai+${{env.LIMBOAI_VERSION}}.demo-project
with:
name: ${{ env.NAME }}
path: demo/*

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name: 🔌 GDExtension
on:
workflow_call:
inputs:
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: godot-4.3-stable
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
debug-symbols:
description: Build with debug symbols
type: boolean
default: false
workflow_dispatch:
inputs:
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: godot-4.3-stable
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
debug-symbols:
description: Build with debug symbols
type: boolean
default: false
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: use_mingw=yes dev_build=no
EM_VERSION: 3.1.45
EM_CACHE_FOLDER: "emsdk-cache"
GODOT_VERSION: 4.4-beta3
GODOT_REPO: godotengine/godot-builds
jobs:
gdextension:
runs-on: ${{ matrix.opts.runner }}
name: ${{ matrix.opts.name }}
outputs:
name-prefix: ${{ steps.output-name-prefix.outputs.name-prefix }}
strategy:
fail-fast: false
matrix:
opts:
- name: 🐧 Linux (x86_64, release)
runner: ubuntu-20.04
platform: linux
target: template_release
arch: x86_64
should-build: true
- name: 🐧 Linux (x86_64, debug)
runner: ubuntu-20.04
platform: linux
target: editor
arch: x86_64
should-build: true
- name: 🪟 Windows (x86_64, release)
runner: windows-latest
platform: windows
target: template_release
arch: x86_64
should-build: true
- name: 🪟 Windows (x86_64, debug)
runner: windows-latest
platform: windows
target: editor
arch: x86_64
should-build: true
- name: 🍎 macOS (universal, release)
runner: macos-latest
platform: macos
target: template_release
arch: universal
should-build: true
- name: 🍎 macOS (universal, debug)
runner: macos-latest
platform: macos
target: editor
arch: universal
should-build: true
- name: 🌐 Web (wasm32, release)
runner: ubuntu-20.04
platform: web
target: template_release
arch: wasm32
should-build: ${{ !inputs.test-build }}
- name: 🌐 Web (wasm32, debug)
runner: ubuntu-20.04
platform: web
target: editor
arch: wasm32
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (arm64, release)
runner: ubuntu-20.04
platform: android
target: template_release
arch: arm64
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (arm64, debug)
runner: ubuntu-20.04
platform: android
target: editor
arch: arm64
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (arm32, release)
runner: ubuntu-20.04
platform: android
target: template_release
arch: arm32
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (arm32, debug)
runner: ubuntu-20.04
platform: android
target: editor
arch: arm32
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (x86_64, release)
runner: ubuntu-20.04
platform: android
target: template_release
arch: x86_64
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (x86_64, debug)
runner: ubuntu-20.04
platform: android
target: editor
arch: x86_64
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (x86_32, release)
runner: ubuntu-20.04
platform: android
target: template_release
arch: x86_32
should-build: ${{ !inputs.test-build }}
- name: 🤖 Android (x86_32, debug)
runner: ubuntu-20.04
platform: android
target: editor
arch: x86_32
should-build: ${{ !inputs.test-build }}
- name: 🍏 iOS (arm64, release)
runner: macos-latest
platform: ios
target: template_release
arch: arm64
should-build: ${{ !inputs.test-build }}
- name: 🍏 iOS (arm64, debug)
runner: macos-latest
platform: ios
target: editor
arch: arm64
should-build: ${{ !inputs.test-build }}
- name: 🍏 iOS (simulator, release)
runner: macos-latest
platform: ios
target: template_release
arch: universal
scons-flags: ios_simulator=yes
should-build: ${{ !inputs.test-build }}
- name: 🍏 iOS (simulator, debug)
runner: macos-latest
platform: ios
target: editor
arch: universal
scons-flags: ios_simulator=yes
should-build: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
env:
BIN: liblimboai.${{matrix.opts.platform}}.${{matrix.opts.target}}.${{matrix.opts.arch}}
steps:
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
fetch-tags: true
ref: ${{ inputs.limboai-ref }}
- name: Clone godot-cpp
uses: actions/checkout@v4
with:
repository: godotengine/godot-cpp
fetch-tags: true
path: godot-cpp
ref: ${{ inputs.godot-cpp-ref }}
# Inits GDEXTENSION_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./.github/actions/init-version-gdext
- name: Output NAME_PREFIX
id: output-name-prefix
run: echo "name-prefix=${NAME_PREFIX}" >> $GITHUB_OUTPUT
- name: Setup Linux toolchain
if: matrix.opts.platform == 'linux'
uses: ./.github/actions/setup-linux-toolchain
with:
arch: ${{matrix.opts.arch}}
- name: Set up Python 3.x
if: matrix.opts.platform == 'windows' || matrix.opts.platform == 'macos'
uses: actions/setup-python@v5
with:
python-version: "3.x"
architecture: "x64"
- name: Set up Emscripten cache
if: matrix.opts.platform == 'web'
uses: actions/cache@v4
with:
path: ${{env.EM_CACHE_FOLDER}}
key: ${{env.EM_VERSION}}-${{runner.os}}-libs
- name: Set up Emscripten
if: matrix.opts.platform == 'web'
uses: mymindstorm/setup-emsdk@v14
with:
version: ${{env.EM_VERSION}}
actions-cache-folder: ${{env.EM_CACHE_FOLDER}}
- name: Verify Emscripten setup
if: matrix.opts.platform == 'web'
run: |
emcc -v
- name: Set up scons
if: matrix.opts.platform != 'linux'
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
python --version
scons --version
- name: Set up Java 17
if: matrix.opts.platform == 'android'
uses: actions/setup-java@v4
with:
distribution: temurin
java-version: 17
- uses: nttld/setup-ndk@v1
if: matrix.opts.platform == 'android'
id: setup-ndk
with:
ndk-version: r23c
link-to-sdk: true
- name: Set up MSVC problem matcher on Windows
if: matrix.opts.platform == 'windows'
uses: ammaraskar/msvc-problem-matcher@master
- name: Set up scons cache
if: inputs.test-build # ! Only cache test/PR builds
uses: actions/cache@v4
with:
path: ${{github.workspace}}/.scons_cache/
key: ${{env.BIN}}-${{inputs.debug-symbols}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
restore-keys: |
${{env.BIN}}-${{inputs.debug-symbols}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
${{env.BIN}}-${{inputs.debug-symbols}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.debug-symbols}}-${{inputs.godot-cpp-ref}}
- name: Compilation
shell: bash
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
DEBUG_FLAGS: ${{ inputs.debug-symbols && 'debug_symbols=yes symbols_visibility=visible' || 'debug_symbols=no' }}
run: |
PATH=${GITHUB_WORKSPACE}/buildroot/bin:$PATH
scons platform=${{matrix.opts.platform}} target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} ${{env.DEBUG_FLAGS}} ${{matrix.opts.scons-flags}} ${{env.SCONSFLAGS}}
- name: Prepare artifact
shell: bash
run: |
ls -R demo/addons/limboai/
mkdir out
mv demo/addons/ out/
cp {README,LICENSE,LOGO_LICENSE}.md out/addons/limboai/
cp -R demo/demo/ out/demo/
cp demo/LICENSE_ASSETS.md out/demo/
rm -f out/addons/limboai/bin/*.{exp,lib,pdb}
echo "${LIMBOAI_VERSION}" > out/addons/limboai/version.txt
echo "---"
ls -R out/
- name: Upload artifact
uses: actions/upload-artifact@v4
env:
NAME: tmp-gdextension.${{matrix.opts.platform}}.${{matrix.opts.target}}.${{matrix.opts.arch}}
with:
name: ${{ env.NAME }}
path: out/*
package-extension:
name: 📦 Package extension
runs-on: ubuntu-latest
needs: gdextension
steps:
- name: Merge artifacts
uses: actions/upload-artifact/merge@v4
with:
name: ${{needs.gdextension.outputs.name-prefix}}
pattern: tmp-gdextension.*
delete-merged: true
- name: Download artifact
uses: actions/download-artifact@v4
with:
name: ${{needs.gdextension.outputs.name-prefix}}
path: out/
- name: Setup Godot
shell: bash
run: |
echo "Downloading Godot ${GODOT_VERSION}"
mkdir bin
cd bin
wget "https://github.com/${GODOT_REPO}/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip" -O godot.zip
unzip godot.zip
rm godot.zip
mv Godot_* godot
chmod u+x godot
ls -l
cd ..
./bin/godot --version
- name: Generate icon .import files
shell: bash
run: |
touch out/project.godot
timeout 20s ./bin/godot --headless --editor --path ./out/ || /bin/true
rm out/project.godot
rm -rf out/.godot/
- name: Change editor icon import settings
shell: bash
run: |
echo "--- Listing icons dir:"
ls out/addons/limboai/icons/
echo "--- (end of listing)"
sed -i 's|editor/scale_with_editor_scale=false|editor/scale_with_editor_scale=true|' out/addons/limboai/icons/*.import
sed -i 's|editor/convert_colors_with_editor_theme=false|editor/convert_colors_with_editor_theme=true|' out/addons/limboai/icons/*.import
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{needs.gdextension.outputs.name-prefix}}
path: out/*
overwrite: true

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@ -1,255 +0,0 @@
name: 🍏 iOS builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
jobs:
ios-builds:
runs-on: "macos-latest"
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Template (arm64, release)
target: template_release
arch: arm64
ios_simulator: false
dotnet: false
- name: Template (arm64, debug)
target: template_debug
arch: arm64
ios_simulator: false
dotnet: false
- name: Simulator (x86_64, release)
target: template_release
arch: x86_64
ios_simulator: true
dotnet: false
- name: Simulator (x86_64, debug)
target: template_debug
arch: x86_64
ios_simulator: true
dotnet: false
# ! Disabled for now as it doesn't work with cctools-port and current LLVM.
# * See https://github.com/godotengine/build-containers/pull/85.
# - name: Simulator Lib (arm64, release)
# target: template_release
# arch: arm64
# ios_simulator: true
# - name: Simulator Lib (arm64, debug)
# target: template_debug
# arch: arm64
# ios_simulator: true
- name: Template .NET (arm64, release)
target: template_release
arch: arm64
ios_simulator: false
dotnet: true
- name: Template .NET (arm64, debug)
target: template_debug
arch: arm64
ios_simulator: false
dotnet: true
- name: Simulator .NET (x86_64, release)
target: template_release
arch: x86_64
ios_simulator: true
dotnet: true
- name: Simulator .NET (x86_64, debug)
target: template_debug
arch: x86_64
ios_simulator: true
dotnet: true
env:
BIN: godot.ios.${{matrix.target}}.${{matrix.arch}}${{ matrix.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Python 3.x
uses: actions/setup-python@v5
with:
python-version: "3.x"
architecture: "x64"
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
- name: Diagnostics
run: |
python --version
scons --version
dotnet --info
- name: Set up Vulkan SDK
run: |
# ! Note: Vulkan SDK changed packaging, so we need to inline these steps for the time being.
#sh misc/scripts/install_vulkan_sdk_macos.sh
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.zip" -o /tmp/vulkan-sdk.zip
unzip /tmp/vulkan-sdk.zip -d /tmp
/tmp/InstallVulkan.app/Contents/MacOS/InstallVulkan --accept-licenses --default-answer --confirm-command install
rm -Rf /tmp/InstallVulkan.app
rm -f /tmp/vulkan-sdk.zip
# ! Note: we stopped using the scons cache in release builds.
# - name: Set up scons cache
# uses: actions/cache@v4
# with:
# path: ${{github.workspace}}/.scons_cache/
# key: ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# restore-keys: |
# ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
# ${{env.BIN}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
scons platform=ios target=${{matrix.target}} arch=${{matrix.arch}} ios_simulator=${{matrix.ios_simulator}} module_mono_enabled=${{matrix.dotnet}} ${{env.SCONSFLAGS}}
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-${{strategy.job-index}}
path: bin/*
package-ios-templates:
runs-on: "macos-latest"
name: ${{ matrix.name }}
needs: ios-builds
strategy:
fail-fast: false
matrix:
include:
- name: Package iOS templates
dotnet: false
- name: Package iOS .NET templates
dotnet: true
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Vulkan SDK
run: |
# ! Note: Vulkan SDK changed packaging, so we need to inline these steps for the time being.
#sh misc/scripts/install_vulkan_sdk_macos.sh
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.zip" -o /tmp/vulkan-sdk.zip
unzip /tmp/vulkan-sdk.zip -d /tmp
/tmp/InstallVulkan.app/Contents/MacOS/InstallVulkan --accept-licenses --default-answer --confirm-command install
rm -Rf /tmp/InstallVulkan.app
rm -f /tmp/vulkan-sdk.zip
- name: Download templates artifact
uses: actions/download-artifact@v4
with:
pattern: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
merge-multiple: true
path: bin/
- name: Make template bundle
run: |
ls bin/
cp -r misc/dist/ios_xcode bin/
cd bin/
mv libgodot.ios.template_debug.arm64.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64/libgodot.a
# ! lipo -create libgodot.ios.template_debug.arm64.simulator.a libgodot.ios.template_debug.x86_64.simulator.a -output ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
mv libgodot.ios.template_debug.x86_64.simulator.a ios_xcode/libgodot.ios.debug.xcframework/ios-arm64_x86_64-simulator/libgodot.a
mv libgodot.ios.template_release.arm64.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64/libgodot.a
# ! lipo -create libgodot.ios.template_release.arm64.simulator.a libgodot.ios.template_release.x86_64.simulator.a -output ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
mv libgodot.ios.template_release.x86_64.simulator.a ios_xcode/libgodot.ios.release.xcframework/ios-arm64_x86_64-simulator/libgodot.a
cp -r ~/VulkanSDK/*/macOS/lib/MoltenVK.xcframework ios_xcode
rm -rf ios_xcode/MoltenVK.xcframework/{macos,tvos}*
mkdir -p ${{github.workspace}}/out/templates/
cd ios_xcode
zip -q -9 -r ${{github.workspace}}/out/templates/ios.zip *
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.dotnet == true && '.mono' || ''}}" > ${{github.workspace}}/out/templates/version.txt
ls -l ${{github.workspace}}/out/*
- name: Upload template bundle
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.dotnet == true && '.dotnet' || ''}}.export-templates.ios
path: out/*
- name: Delete templates artifact
uses: geekyeggo/delete-artifact@v5
with:
name: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
useGlob: true
failOnError: false

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@ -1,289 +0,0 @@
name: 🐧 Linux builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra werror=yes
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
jobs:
linux-builds:
runs-on: "ubuntu-20.04"
name: ${{ matrix.opts.name }}
strategy:
fail-fast: false
matrix:
opts:
# * Standard x86_64
- name: Editor (x86_64, release)
target: editor
arch: x86_64
dotnet: false
should-build: true
- name: Template (x86_64, release)
target: template_release
arch: x86_64
dotnet: false
should-build: true
- name: Template (x86_64, debug)
target: template_debug
arch: x86_64
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard x86_32
# - name: Editor (x86_32, release)
# target: editor
# arch: x86_32
# dotnet: false
# should-build: ${{ !inputs.test-build }}
- name: Template (x86_32, release)
target: template_release
arch: x86_32
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (x86_32, debug)
target: template_debug
arch: x86_32
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard arm64
- name: Editor (arm64, release)
target: editor
arch: arm64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (arm64, release)
target: template_release
arch: arm64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (arm64, debug)
target: template_debug
arch: arm64
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard arm32
- name: Template (arm32, release)
target: template_release
arch: arm32
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (arm32, debug)
target: template_debug
arch: arm32
dotnet: false
should-build: ${{ !inputs.test-build }}
# * .NET x86_64
- name: Editor .NET (x86_64, release)
target: editor
arch: x86_64
dotnet: true
should-build: true
- name: Template .NET (x86_64, release)
target: template_release
arch: x86_64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_64, debug)
target: template_debug
arch: x86_64
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET x86_32
# - name: Editor .NET (x86_32, release)
# target: editor
# arch: x86_32
# dotnet: true
# should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_32, release)
target: template_release
arch: x86_32
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_32, debug)
target: template_debug
arch: x86_32
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET arm64
# ! FIXME: Needs a separate job for .NET glue generation since we can't execute arm64 binaries on x86_64.
# ! Alternatively, solution generation can be done as post-process job, taking the glue from x86_64, after all builds complete.
# - name: Editor .NET (arm64, release)
# target: editor
# arch: arm64
# dotnet: true
# should-build: ${{ !inputs.test-build }}
- name: Template .NET (arm64, release)
target: template_release
arch: arm64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (arm64, debug)
target: template_debug
arch: arm64
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET arm32
- name: Template .NET (arm32, release)
target: template_release
arch: arm32
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (arm32, debug)
target: template_debug
arch: arm32
dotnet: true
should-build: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
env:
BIN: godot.linuxbsd.${{matrix.opts.target}}.${{matrix.opts.arch}}${{ matrix.opts.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Linux toolchain
uses: ./modules/limboai/.github/actions/setup-linux-toolchain
with:
arch: ${{matrix.opts.arch}}
- name: Set up Wayland deps
run: |
sudo apt-get install libwayland-dev
- name: Set up scons cache
if: inputs.test-build # ! Only cache test/PR builds
uses: actions/cache@v4
with:
path: ${{github.workspace}}/.scons_cache/
key: ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
restore-keys: |
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
PATH=${GITHUB_WORKSPACE}/buildroot/bin:$PATH
scons platform=linuxbsd target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} module_mono_enabled=${{matrix.opts.dotnet}} ${{env.SCONSFLAGS}}
- name: Build .NET assemblies
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
uses: ./modules/limboai/.github/actions/build-dotnet-assemblies
with:
platform: linuxbsd
bin: ${{env.BIN}}
- name: Prepare artifact
env:
OUTDIR: ${{ startsWith(matrix.opts.target, 'template') && 'out/templates' || 'out/' }}
run: |
chmod +x ./bin/godot.*
mkdir -p ${{env.OUTDIR}}
mv bin/* ${{env.OUTDIR}}
ls -R out/
# Zipping the editor artifact to retain executable bit;
# workaround for: https://github.com/actions/upload-artifact/issues/38
- name: Zip the editor artifact
if: matrix.opts.target == 'editor'
shell: bash
run: |
pushd out/
zip -r godot-limboai.editor.linux.zip *
rm godot.*
rm -rf GodotSharp/
echo -e "## Why another ZIP inside?\n\nWorkaround for: https://github.com/actions/upload-artifact/issues/38\n" > README.md
popd
- name: Rename templates
if: startsWith(matrix.opts.target, 'template')
env:
BUILD_TYPE: ${{ endsWith(matrix.opts.target, 'release') && 'release' || 'debug' }}
run: |
mv out/templates/${BIN} out/templates/linux_${BUILD_TYPE}.${{matrix.opts.arch}}
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -R out/
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.opts.dotnet == true && '.dotnet' || ''}}.${{matrix.opts.target}}.linux.${{matrix.opts.arch}}
path: out/*

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name: 🍎 macOS builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
jobs:
macos-builds:
runs-on: "macos-latest"
name: ${{ matrix.opts.name }}
strategy:
fail-fast: false
matrix:
opts:
- name: Editor (x86_64, release)
target: editor
arch: x86_64
dotnet: false
should-build: true
- name: Template (x86_64, release)
target: template_release
arch: x86_64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (x86_64, debug)
target: template_debug
arch: x86_64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Editor (arm64, release)
target: editor
arch: arm64
dotnet: false
should-build: true
- name: Template (arm64, release)
target: template_release
arch: arm64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (arm64, debug)
target: template_debug
arch: arm64
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: .NET Editor (x86_64, release)
target: editor
arch: x86_64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: .NET Template (x86_64, release)
target: template_release
arch: x86_64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: .NET Template (x86_64, debug)
target: template_debug
arch: x86_64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: .NET Editor (arm64, release)
target: editor
arch: arm64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: .NET Template (arm64, release)
target: template_release
arch: arm64
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: .NET Template (arm64, debug)
target: template_debug
arch: arm64
dotnet: true
should-build: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
env:
BIN: godot.macos.${{matrix.opts.target}}.${{matrix.opts.arch}}${{ matrix.opts.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Python 3.x
uses: actions/setup-python@v5
with:
python-version: "3.x"
architecture: "x64"
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
- name: Set up .NET SDK 6.0
if: matrix.opts.dotnet
uses: actions/setup-dotnet@v4
with:
dotnet-version: "6.0.x"
- name: Diagnostics
run: |
python --version
scons --version
dotnet --info
- name: Set up Vulkan SDK
run: |
# ! Note: Vulkan SDK changed packaging, so we need to inline these steps for the time being.
#sh misc/scripts/install_vulkan_sdk_macos.sh
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/config.json" -o /tmp/vulkan-sdk.json
sdk_version=`jq -r '.version' /tmp/vulkan-sdk.json`
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.zip" -o /tmp/vulkan-sdk.zip
unzip /tmp/vulkan-sdk.zip -d /tmp
/tmp/InstallVulkan-${sdk_version}.app/Contents/MacOS/InstallVulkan-${sdk_version} --accept-licenses --default-answer --confirm-command install
rm -Rf /tmp/InstallVulkan-${sdk_version}.app
rm -f /tmp/vulkan-sdk.zip
- name: Set up scons cache
if: inputs.test-build # ! Only cache test/PR builds
uses: actions/cache@v4
with:
path: ${{github.workspace}}/.scons_cache/
key: ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
restore-keys: |
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
scons -j2 platform=macos target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} module_mono_enabled=${{matrix.opts.dotnet}} ${{env.SCONSFLAGS}}
- name: Build .NET assemblies
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
uses: ./modules/limboai/.github/actions/build-dotnet-assemblies
with:
platform: macos
bin: ${{env.BIN}}
- name: Prepare artifact
run: |
chmod +x bin/godot.*
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tmp-${{matrix.opts.dotnet == true && 'dotnet-' || ''}}macos-${{matrix.opts.target}}-${{matrix.opts.arch}}
path: bin/*
make-macos-bundle:
runs-on: "macos-latest"
name: Make macOS Bundles
needs: macos-builds
strategy:
fail-fast: false
matrix:
opts:
- download-prefix: tmp-macos
dotnet: false
should-build: true
- download-prefix: tmp-dotnet-macos
dotnet: true
should-build: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Download editor artifact
uses: actions/download-artifact@v4
with:
pattern: ${{matrix.opts.download-prefix}}-editor-*
merge-multiple: true
path: bin/
# Zipping the editor bundle to retain executable bit;
# workaround for: https://github.com/actions/upload-artifact/issues/38
- name: Make editor bundle
env:
APP_NAME: Godot${{matrix.opts.dotnet == true && '_mono' || ''}}.app
run: |
ls bin/
lipo -create bin/godot.macos.editor.x86_64* bin/godot.macos.editor.arm64* -output bin/godot.macos.editor.universal
mkdir -p out/editor/
cp -r misc/dist/macos_tools.app out/editor/${APP_NAME}
mkdir -p out/editor/${APP_NAME}/Contents/{MacOS,Resources}
cp bin/godot.macos.editor.universal out/editor/${APP_NAME}/Contents/MacOS/Godot
chmod +x out/editor/${APP_NAME}/Contents/MacOS/Godot
cp -r bin/GodotSharp out/editor/${APP_NAME}/Contents/Resources/GodotSharp || true
pushd out/editor
zip -q -9 -r ${APP_NAME}.zip ${APP_NAME}
rm -rf ${APP_NAME}
echo -e "## Why another ZIP inside?\n\nWorkaround for: https://github.com/actions/upload-artifact/issues/38\n" > README.md
popd
rm -rf bin/*
ls out/editor/
- name: Upload editor bundle
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.opts.dotnet == true && '.dotnet' || ''}}.editor.macos.universal
path: out/editor/*
- name: Download templates artifact
if: ${{ !inputs.test-build }}
uses: actions/download-artifact@v4
with:
pattern: ${{matrix.opts.download-prefix}}-template_*
merge-multiple: true
path: bin/
- name: Make templates bundle
if: ${{ !inputs.test-build }}
run: |
rm -rf out/
ls bin/
lipo -create bin/godot.macos.template_release.x86_64* bin/godot.macos.template_release.arm64* -output bin/godot.macos.template_release.universal
lipo -create bin/godot.macos.template_debug.x86_64* bin/godot.macos.template_debug.arm64* -output bin/godot.macos.template_debug.universal
cp -r misc/dist/macos_template.app macos_template.app
mkdir -p macos_template.app/Contents/MacOS
cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
cp bin/godot.macos.template_release.universal macos_template.app/Contents/MacOS/godot_macos_release.universal
chmod +x macos_template.app/Contents/MacOS/godot_macos_{release,debug}.universal
zip -q -9 -r macos.zip macos_template.app
mkdir -p out/templates/
mv macos.zip out/templates/macos.zip
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
rm -rf bin/*
ls out/templates/
- uses: geekyeggo/delete-artifact@v5
with:
name: ${{matrix.opts.download-prefix}}-*
useGlob: true
failOnError: false
- name: Upload templates bundle
if: ${{ !inputs.test-build }}
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.opts.dotnet == true && '.dotnet' || ''}}.export-templates.macos
path: out/*

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@ -1,52 +0,0 @@
name: 📦️ Merge templates
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
jobs:
merge-templates:
runs-on: ubuntu-latest
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Merge classical templates
uses: actions/upload-artifact/merge@v4
with:
name: ${{env.NAME_PREFIX}}.export-templates
pattern: ${{env.NAME_PREFIX}}.{export-templates,template_}*
delete-merged: true
- name: Merge .NET templates
uses: actions/upload-artifact/merge@v4
with:
name: ${{env.NAME_PREFIX}}.dotnet.export-templates
pattern: ${{env.NAME_PREFIX}}.dotnet.{export-templates,template_}*
delete-merged: true

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@ -1,162 +0,0 @@
name: 🔎 Test builds
on:
workflow_dispatch:
push:
branches: [master]
paths-ignore:
- "README.md"
- "LICENSE.md"
- "**/*.png"
- "demo/**"
- "doc/**"
pull_request:
branches: [master]
paths-ignore:
- "README.md"
- "LICENSE.md"
- "**/*.png"
- "demo/**"
- "doc/**"
concurrency:
group: ${{ github.workflow }}-${{ github.event.pull_request.number || github.ref }}
cancel-in-progress: true
# Global Settings.
env:
GODOT_REF: "master"
GODOT_CPP_REF: "master"
jobs:
unit-tests:
name: 🧪 Unit tests
runs-on: "ubuntu-20.04"
# Settings
env:
SCONSFLAGS: platform=linuxbsd target=editor arch=x86_64 production=false dev_build=true tests=true verbose=yes warnings=extra werror=yes strict_checks=yes
SCONS_CACHE_LIMIT: 7168
BIN: godot.linuxbsd.editor.dev.x86_64
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ env.GODOT_REF }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
- name: Set up Linux toolchain
uses: ./modules/limboai/.github/actions/setup-linux-toolchain
with:
arch: x86_64
- name: Set up scons cache
uses: actions/cache@v4
with:
path: ${{github.workspace}}/.scons_cache/
key: ${{env.BIN}}-${{env.GODOT_REF}}-${{github.ref}}-${{github.sha}}
restore-keys: |
${{env.BIN}}-${{env.GODOT_REF}}-${{github.ref}}-${{github.sha}}
${{env.BIN}}-${{env.GODOT_REF}}-${{github.ref}}
${{env.BIN}}-${{env.GODOT_REF}}
continue-on-error: true
- name: Set up Python 3.x
uses: actions/setup-python@v5
with:
python-version: "3.x"
architecture: "x64"
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
python --version
scons --version
- name: Setup GCC problem matcher
uses: ammaraskar/gcc-problem-matcher@master
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
PATH=${GITHUB_WORKSPACE}/buildroot/bin:$PATH
scons ${{env.SCONSFLAGS}}
- name: Verify build
run: |
ls -l bin/
bin/${{ env.BIN }} --version
bin/${{ env.BIN }} --help
- name: Unit tests
run: |
bin/${{ env.BIN }} --test --headless
static-checks:
name: ⚙️ Static checks
runs-on: ubuntu-20.04
steps:
- name: Clone LimboAI module
uses: actions/checkout@v4
- name: Code style checks
uses: pre-commit/action@v3.0.1
with:
extra_args: --all-files
cache-env:
runs-on: ubuntu-latest
outputs:
godot-ref: ${{ steps.cache-env.outputs.godot-ref }}
godot-cpp-ref: ${{ steps.cache-env.outputs.godot-cpp-ref }}
steps:
- name: Cache env
id: cache-env
run: |
echo "godot-ref=${GODOT_REF}" >> "$GITHUB_OUTPUT"
echo "godot-cpp-ref=${GODOT_CPP_REF}" >> "$GITHUB_OUTPUT"
linux-test-build:
name: 🐧 Linux
needs: cache-env
uses: ./.github/workflows/linux.yml
with:
godot-ref: ${{ needs.cache-env.outputs.godot-ref }}
limboai-ref: ${{ github.sha }}
test-build: true
windows-test-build:
name: 🪟 Windows
needs: cache-env
uses: ./.github/workflows/windows.yml
with:
godot-ref: ${{ needs.cache-env.outputs.godot-ref }}
limboai-ref: ${{ github.sha }}
test-build: true
macos-test-build:
name: 🍎 macOS
needs: cache-env
uses: ./.github/workflows/macos.yml
with:
godot-ref: ${{ needs.cache-env.outputs.godot-ref }}
limboai-ref: ${{ github.sha }}
test-build: true
gdextension:
name: 🔌 GDExtension
needs: cache-env
uses: ./.github/workflows/gdextension.yml
with:
godot-cpp-ref: ${{ needs.cache-env.outputs.godot-cpp-ref }}
limboai-ref: ${{ github.sha }}
test-build: true

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@ -1,158 +0,0 @@
name: 🌐 Web builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
# With `lto=full` VM seems to run out of ram and build fails
SCONSFLAGS: use_static_cpp=yes debug_symbols=no lto=thin optimize=size verbose=yes warnings=extra werror=yes tests=no
EM_VERSION: 3.1.45
EM_CACHE_FOLDER: "emsdk-cache"
jobs:
web-builds:
runs-on: "ubuntu-20.04"
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Template (release)
target: template_release
threads: true
dlink: false
- name: Template (release, dlink)
target: template_release
threads: true
dlink: true
- name: Template (debug)
target: template_debug
threads: true
dlink: false
- name: Template (debug, dlink)
target: template_debug
threads: true
dlink: true
- name: Template (release, nothreads)
target: template_release
threads: false
dlink: false
- name: Template (release, nothreads, dlink)
target: template_release
threads: false
dlink: true
- name: Template (debug, nothreads)
target: template_debug
threads: false
dlink: false
- name: Template (debug, nothreads, dlink)
target: template_debug
threads: false
dlink: true
env:
CACHE_NAME: godot.web.${{matrix.target}}${{ matrix.dlink == true && '.dlink' || '' }}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up Emscripten cache
uses: actions/cache@v4
with:
path: ${{env.EM_CACHE_FOLDER}}
key: ${{env.EM_VERSION}}-${{runner.os}}-libs
- name: Set up Emscripten
uses: mymindstorm/setup-emsdk@v14
with:
version: ${{env.EM_VERSION}}
actions-cache-folder: ${{env.EM_CACHE_FOLDER}}
- name: Verify Emscripten setup
run: |
emcc -v
- name: Set up scons
run: |
python -c "import sys; print(sys.version)"
python -m pip install scons==4.4.0
python --version
scons --version
# ! Note: we stopped using the scons cache in release builds.
# - name: Set up scons cache
# uses: actions/cache@v4
# with:
# path: ${{github.workspace}}/.scons_cache/
# key: ${{env.CACHE_NAME}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# restore-keys: |
# ${{env.CACHE_NAME}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
# ${{env.CACHE_NAME}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
# ${{env.CACHE_NAME}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
run: |
scons platform=web target=${{matrix.target}} threads=${{matrix.threads}} dlink_enabled=${{matrix.dlink}} ${{env.SCONSFLAGS}}
- name: Prepare artifacts
run: |
mkdir -p out/templates/
mv bin/godot.web.template_debug.wasm32.zip out/templates/web_debug.zip || true
mv bin/godot.web.template_debug.wasm32.nothreads.zip out/templates/web_nothreads_debug.zip || true
mv bin/godot.web.template_debug.wasm32.dlink.zip out/templates/web_dlink_debug.zip || true
mv bin/godot.web.template_debug.wasm32.nothreads.dlink.zip out/templates/web_dlink_nothreads_debug.zip || true
mv bin/godot.web.template_release.wasm32.zip out/templates/web_release.zip || true
mv bin/godot.web.template_release.wasm32.nothreads.zip out/templates/web_nothreads_release.zip || true
mv bin/godot.web.template_release.wasm32.dlink.zip out/templates/web_dlink_release.zip || true
mv bin/godot.web.template_release.wasm32.nothreads.dlink.zip out/templates/web_dlink_nothreads_release.zip || true
rm -rf bin/
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}" > out/templates/version.txt
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}.${{matrix.target}}.web${{matrix.threads == false && '.nothreads' || ''}}${{matrix.dlink == true && '.dlink' || ''}}
path: out/*

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@ -1,358 +0,0 @@
name: 🪟 Windows builds
on:
workflow_call:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
workflow_dispatch:
inputs:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
default: master
test-build:
description: Limit to pre-defined test builds
type: boolean
default: false
# Global Settings
env:
BUILD_IMAGE_VERSION: 4.3-f40
MESA_VERSION: 23.1.9-1
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes use_mingw=yes verbose=yes warnings=no progress=no d3d12=yes
jobs:
windows-builds:
runs-on: "ubuntu-24.04"
name: ${{ matrix.opts.name }}
outputs:
built-dotnet-editor: ${{ steps.mark-dotnet-editor.outputs.built-dotnet-editor }}
strategy:
fail-fast: false
matrix:
opts:
# * Standard x86_64
- name: Editor (x86_64, release)
target: editor
arch: x86_64
llvm: false
dotnet: false
should-build: true
- name: Template (x86_64, release)
target: template_release
arch: x86_64
llvm: false
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (x86_64, debug)
target: template_debug
arch: x86_64
llvm: false
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard x86_32
# - name: Editor (x86_32, release)
# target: editor
# arch: x86_32
# llvm: false
# dotnet: false
# should-build: ${{ !inputs.test-build }}
- name: Template (x86_32, release)
target: template_release
arch: x86_32
llvm: false
dotnet: false
should-build: ${{ !inputs.test-build }}
- name: Template (x86_32, debug)
target: template_debug
arch: x86_32
llvm: false
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard arm64
# - name: Editor (arm64, release)
# target: editor
# arch: arm64
# llvm: true
# dotnet: false
# should-build: ${{ !inputs.test-build }}
- name: Template (arm64, release)
target: template_release
arch: arm64
llvm: true
dotnet: false
scons-flags: mingw_prefix=/root/llvm-mingw
should-build: ${{ !inputs.test-build }}
- name: Template (arm64, debug)
target: template_debug
arch: arm64
llvm: true
dotnet: false
scons-flags: mingw_prefix=/root/llvm-mingw
should-build: ${{ !inputs.test-build }}
# * .NET x86_64
- name: Editor .NET (x86_64, release)
target: editor
arch: x86_64
llvm: false
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_64, release)
target: template_release
arch: x86_64
llvm: false
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_64, debug)
target: template_debug
arch: x86_64
llvm: false
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET x86_32
# - name: Editor .NET (x86_32, release)
# target: editor
# arch: x86_32
# llvm: false
# dotnet: true
# should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_32, release)
target: template_release
arch: x86_32
llvm: false
dotnet: true
should-build: ${{ !inputs.test-build }}
- name: Template .NET (x86_32, debug)
target: template_debug
arch: x86_32
llvm: false
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET arm64
# - name: Editor .NET (arm64, release)
# target: editor
# arch: arm64
# llvm: true
# dotnet: true
# should-build: ${{ !inputs.test-build }}
- name: Template .NET (arm64, release)
target: template_release
arch: arm64
llvm: true
dotnet: true
scons-flags: mingw_prefix=/root/llvm-mingw
should-build: ${{ !inputs.test-build }}
- name: Template .NET (arm64, debug)
target: template_debug
arch: arm64
llvm: true
dotnet: true
scons-flags: mingw_prefix=/root/llvm-mingw
should-build: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
env:
BIN: godot.windows.${{matrix.opts.target}}.${{matrix.opts.arch}}${{matrix.opts.llvm && '.llvm' || ''}}${{matrix.opts.dotnet == true && '.mono' || ''}}
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION, NAME_PREFIX, GODOT_VERSION_STATUS, BUILD_NAME environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Set up scons cache
if: inputs.test-build # ! Only cache test/PR builds
uses: actions/cache@v4
with:
path: ${{github.workspace}}/.scons_cache/
key: ${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
restore-keys: |
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.godot-ref}}
- name: Static ANGLE libs
run: |
mkdir -p deps/angle
cd deps/angle
url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6601.2/godot-angle-static
curl -L -o windows_${{matrix.opts.arch}}.zip $url-${{matrix.opts.arch}}-${{matrix.opts.llvm && 'llvm' || 'gcc'}}-release.zip
unzip windows_${{matrix.opts.arch}}.zip
rm windows_${{matrix.opts.arch}}.zip
- name: Mesa libs
run: |
mkdir -p deps/mesa
cd deps/mesa
curl -L -o mesa_${{matrix.opts.arch}}.zip https://github.com/godotengine/godot-nir-static/releases/download/${{env.MESA_VERSION}}/godot-nir-static-${{matrix.opts.arch}}-${{matrix.opts.llvm && 'llvm' || 'gcc'}}-release.zip
unzip -o mesa_${{matrix.opts.arch}}.zip
rm -f mesa_${{matrix.opts.arch}}.zip
- name: Pull build container
run: |
podman pull ghcr.io/limbonaut/godot-windows:${{env.BUILD_IMAGE_VERSION}}
- name: Build using container
shell: bash
run: |
scons_command="scons \
platform=windows \
target=${{matrix.opts.target}} \
arch=${{matrix.opts.arch}} \
use_llvm=${{matrix.opts.llvm}} \
module_mono_enabled=${{matrix.opts.dotnet}} \
${{env.SCONSFLAGS}} \
${{matrix.opts.scons-flags}} \
angle_libs=/build/deps/angle \
mesa_libs=/build/deps/mesa \
"
podman_run="podman run -it --rm \
--env GODOT_VERSION_STATUS=${GODOT_VERSION_STATUS} \
--env BUILD_NAME=${BUILD_NAME} \
--env NUM_CORES=$(nproc --all) \
--env DOTNET_NOLOGO=true \
--env DOTNET_CLI_TELEMETRY_OPTOUT=true \
--env SCONS_CACHE=/build/.scons_cache/ \
--env SCONS_CACHE_LIMIT=${SCONS_CACHE_LIMIT} \
-v ${GITHUB_WORKSPACE}/:/build/ \
-w /build godot-windows:${{env.BUILD_IMAGE_VERSION}} bash -c \
"
echo "Running ${podman_run} \"${scons_command}\""
${podman_run} "${scons_command}"
- name: Prepare artifact
shell: bash
env:
OUTDIR: ${{ startsWith(matrix.opts.target, 'template') && 'out/templates' || 'out/' }}
run: |
rm -f bin/*.{exp,lib,pdb}
mkdir -p ${{env.OUTDIR}}
mv bin/* ${{env.OUTDIR}}
ls -R out/
- name: Rename templates
if: startsWith(matrix.opts.target, 'template')
shell: bash
env:
BUILD_TYPE: ${{ endsWith(matrix.opts.target, 'release') && 'release' || 'debug' }}
run: |
mv out/templates/${BIN}.exe out/templates/windows_${BUILD_TYPE}_${{matrix.opts.arch}}.exe
mv out/templates/${BIN}.console.exe out/templates/windows_${BUILD_TYPE}_${{matrix.opts.arch}}_console.exe
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -R out/
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}${{matrix.opts.dotnet == true && '.dotnet' || ''}}.${{matrix.opts.target}}.windows.${{matrix.opts.arch}}
path: out/*
- name: Mark .NET editor as built
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
id: mark-dotnet-editor
run: echo "built-dotnet-editor=true" >> $GITHUB_OUTPUT
dotnet-assemblies:
name: .NET assembly for ${{matrix.opts.arch}}
needs: windows-builds
if: always() && needs.windows-builds.outputs.built-dotnet-editor == 'true'
runs-on: "windows-latest"
strategy:
fail-fast: false
matrix:
opts:
- arch: x86_64
llvm: false
env:
BIN: godot.windows.editor.${{matrix.opts.arch}}${{matrix.opts.llvm && '.llvm' || ''}}.mono
steps:
- name: Clone Godot
uses: actions/checkout@v4
with:
repository: godotengine/godot
ref: ${{ inputs.godot-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./modules/limboai/.github/actions/init-version
- name: Reconstruct artifact name
shell: bash
run: |
echo "ARTIFACT=${{env.NAME_PREFIX}}.dotnet.editor.windows.${{matrix.opts.arch}}" >> $GITHUB_ENV
- name: Download editor artifact
uses: actions/download-artifact@v4
with:
name: ${{env.ARTIFACT}}
path: bin/
- name: Build .NET assemblies
uses: ./modules/limboai/.github/actions/build-dotnet-assemblies
with:
platform: windows
bin: ${{env.BIN}}
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: ${{env.ARTIFACT}}
overwrite: true
path: bin/*

9
.gitignore vendored
View File

@ -1,9 +1,3 @@
# LimboAI-specific
demo/addons/
demo/script_templates/
icons/*.import
godot-cpp
# Godot auto generated files
*.gen.*
.import/
@ -187,6 +181,3 @@ godot.creator.*
# compile commands (https://clang.llvm.org/docs/JSONCompilationDatabase.html)
compile_commands.json
# clang cache
.cache

View File

@ -1,24 +0,0 @@
repos:
- repo: https://github.com/pre-commit/mirrors-clang-format
rev: v17.0.6
hooks:
- id: clang-format
files: \.(c|h|cpp|hpp|cc|cxx|m|mm|inc|java|glsl)$
types_or: [text]
exclude: |
(?x)^(
tests/python_build.*|
.*thirdparty.*|
.*platform/android/java/lib/src/com.*|
.*-so_wrap.*
)
- repo: https://github.com/psf/black-pre-commit-mirror
rev: 24.2.0
hooks:
- id: black
files: (\.py$|SConstruct|SCsub)
types_or: [text]
exclude: .*thirdparty.*
args:
- --line-length=120

View File

@ -1,7 +0,0 @@
Copyright (c) 2023-2025 Serhii Snitsaruk and the LimboAI contributors.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the “Software”), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

View File

@ -1,5 +0,0 @@
LimboAI Logo
Copyright (c) 2023 Aleksandra Snitsaruk
This work is licensed under the Creative Commons Attribution 4.0 International
license (CC BY 4.0 International): https://creativecommons.org/licenses/by/4.0/

139
README.md
View File

@ -1,139 +0,0 @@
<p align="center">
<img src="doc/images/logo.svg" width="400" alt="LimboAI logo">
</p>
# LimboAI - Behavior Trees & State Machines for Godot 4
[![🔗 All builds](https://github.com/limbonaut/limboai/actions/workflows/all_builds.yml/badge.svg)](https://github.com/limbonaut/limboai/actions/workflows/all_builds.yml)
[![🔎 Unit Tests](https://github.com/limbonaut/limboai/actions/workflows/test_builds.yml/badge.svg)](https://github.com/limbonaut/limboai/actions/workflows/test_builds.yml)
[![Documentation Status](https://readthedocs.org/projects/limboai/badge/?version=latest)](https://limboai.readthedocs.io/en/latest/?badge=latest)
[![GitHub License](https://img.shields.io/github/license/limbonaut/limboai)](https://github.com/limbonaut/limboai/blob/master/LICENSE.md)
[![Discord](https://img.shields.io/discord/1185664967379267774?logo=discord&link=https%3A%2F%2Fdiscord.gg%2FN5MGC95GpP)](https://discord.gg/N5MGC95GpP)
[![Mastodon Follow](https://img.shields.io/mastodon/follow/109346796150895359?domain=https%3A%2F%2Fmastodon.gamedev.place)](https://mastodon.gamedev.place/@limbo)
>**🛈 Supported Godot Engine:** **4.3** (v1.2.0+) | **4.2** (v1.1.x releases)
**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.
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/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.
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/Y8Y2TCNH0)
![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/behavior-trees/introduction.html) and our demo project, which includes a tutorial.
## Demonstration
![Charger from Demo](doc/images/demo_charger.gif)
>**🛈 Demo project** lives in the `demo` folder and is available separately in [**Releases**](https://github.com/limbonaut/limboai/releases).
> Run `demo/scenes/showcase.tscn` to get started.
> It also includes a tutorial that introduces behavior trees through illustrative examples.
### Videos
> **🛈** YouTube videos produced by various creators
<a href="https://www.youtube.com/watch?v=NWaMArUg7mY"><img src="https://img.youtube.com/vi/NWaMArUg7mY/0.jpg" width=410></a>
<a href="https://www.youtube.com/watch?v=aP0Aacdxmno"><img src="https://img.youtube.com/vi/aP0Aacdxmno/0.jpg" width=410></a>
<a href="https://www.youtube.com/watch?v=vZHzMO90IwQ"><img src="https://img.youtube.com/vi/vZHzMO90IwQ/0.jpg" width=410></a>
<a href="https://www.youtube.com/watch?v=gAk3xl5fBsM"><img src="https://img.youtube.com/vi/gAk3xl5fBsM/0.jpg" width=410></a>
## Features
- **Behavior Trees (BT):**
- Easily create, edit, and save `BehaviorTree` resources in the editor.
- Execute `BehaviorTree` resources using the `BTPlayer` node.
- Create complex behaviors by combining and nesting tasks in a hierarchy.
- Control execution flow using composite, decorator, and condition tasks.
- [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.
- 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.
- 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/behavior-trees/using-blackboard.html#sharing-data-between-several-agents).
- 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").
- 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.
- Visualize BT in-game using `BehaviorTreeView` node (for custom in-game tools).
- Monitor tree performance with custom performance monitors.
- **Hierarchical State Machines (HSM):**
- Extend the `LimboState` class to implement state logic.
- `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.
- [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.
- 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.
- **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/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.
## First steps
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
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
- For the most recent builds, navigate to **Actions** → [**All Builds**](https://github.com/limbonaut/limboai/actions/workflows/all_builds.yml), select a build from the list, and scroll down until you find the **Artifacts** section.
- For release builds, check [**Releases**](https://github.com/limbonaut/limboai/releases).
### Compiling from source
- Download the Godot Engine source code and put this module source into the `modules/limboai` directory.
- Consult the Godot Engine documentation for instructions on [how to build from source code](https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html).
- If you plan to export a game utilizing the LimboAI module, you'll also need to build export templates.
- To execute unit tests, compile the engine with `tests=yes` and run it with `--test --tc="*[LimboAI]*"`.
#### For GDExtension
- You'll need 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.
## Using the plugin
- Online Documentation: [stable](https://limboai.readthedocs.io/en/stable/index.html), [latest](https://limboai.readthedocs.io/en/latest/index.html)
- [Getting started](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.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/behavior-trees/custom-tasks.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/behavior-trees/accessing-nodes.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/getting-limboai.html#get-gdextension-version)
- [Using LimboAI with C#](https://limboai.readthedocs.io/en/stable/getting-started/c-sharp.html)
- [Class reference](https://limboai.readthedocs.io/en/stable/classes/featured-classes.html)
## Contributing
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.
## Social
Need help? We have a Discord server: https://discord.gg/N5MGC95GpP
I write about LimboAI development on Mastodon: https://mastodon.gamedev.place/@limbo.
## License
Use of this source code is governed by an MIT-style license that can be found in the LICENSE file or at https://opensource.org/licenses/MIT
LimboAI logo and demo project art assets are licensed under the Creative Commons Attribution 4.0 International license that can be found at https://creativecommons.org/licenses/by/4.0/

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@ -1,160 +0,0 @@
#!/usr/bin/env python
"""
This is SConstruct file for building GDExtension variant using SCons build system.
For module variant, see SCsub file.
Use --project=DIR to customize output path for built targets.
- Built targets are placed into "DIR/addons/limboai/bin".
- For example: scons --project="../my_project"
- built targets will be placed into "../my_project/addons/limboai/bin".
- If not specified, built targets are put into the demo/ project.
"""
import os
import sys
import subprocess
from limboai_version import generate_module_version_header, godot_cpp_ref
sys.path.append("gdextension")
from update_icon_entries import update_icon_entries
from fix_icon_imports import fix_icon_imports
# Check if godot-cpp/ exists
if not os.path.exists("godot-cpp"):
print("Directory godot-cpp/ not found. Cloning repository...")
result = subprocess.run(
["git", "clone", "-b", godot_cpp_ref, "https://github.com/godotengine/godot-cpp.git"],
check=True,
# capture_output=True
)
if result.returncode != 0:
print("Error: Cloning godot-cpp repository failed.")
Exit(1)
print("Finished cloning godot-cpp repository.")
AddOption(
"--project",
dest="project",
type="string",
nargs=1,
action="store",
metavar="DIR",
default="demo",
help="Specify project directory",
)
help_text = """
Options:
--project=DIR Specify project directory (default: "demo");
built targets will be placed in DIR/addons/limboai/bin
"""
Help(help_text)
project_dir = GetOption("project")
if not os.path.isdir(project_dir):
print("Project directory not found: " + project_dir)
Exit(2)
# Parse LimboAI-specific variables.
vars = Variables()
vars.AddVariables(
BoolVariable("deploy_manifest", help="Deploy limboai.gdextension into PROJECT/addons/limboai/bin", default=True),
BoolVariable("deploy_icons", help="Deploy icons into PROJECT/addons/limboai/icons", default=True),
)
env = Environment(tools=["default"], PLATFORM="", variables=vars)
Help(vars.GenerateHelpText(env))
# Read LimboAI-specific variables.
deploy_manifest = env["deploy_manifest"]
deploy_icons = env["deploy_icons"]
# Remove processed variables from ARGUMENTS to avoid godot-cpp warnings.
for o in vars.options:
if o.key in ARGUMENTS:
del ARGUMENTS[o.key]
# For reference:
# - CCFLAGS are compilation flags shared between C and C++
# - CFLAGS are for C-specific compilation flags
# - CXXFLAGS are for C++-specific compilation flags
# - CPPFLAGS are for pre-processor flags
# - CPPDEFINES are for pre-processor defines
# - LINKFLAGS are for linking flags
env = SConscript("godot-cpp/SConstruct")
# Generate version header.
print("Generating LimboAI version header...")
generate_module_version_header()
# Update icon entries in limboai.gdextension file.
# Note: This will remove everything after [icons] section, and rebuild it with generated icon entries.
print("Updating LimboAI icon entries...")
update_icon_entries(silent=True)
# Fix icon imports in the PROJECT/addons/limboai/icons/.
# Enables scaling and color conversion in the editor for imported SVG icons.
try:
fix_icon_imports(project_dir)
except FileNotFoundError as e:
print(e)
except Exception as e:
print("Unknown error: " + str(e))
# Tweak this if you want to use different folders, or more folders, to store your source code in.
env.Append(CPPDEFINES=["LIMBOAI_GDEXTENSION"])
sources = Glob("*.cpp")
sources += Glob("blackboard/*.cpp")
sources += Glob("blackboard/bb_param/*.cpp")
sources += Glob("bt/*.cpp")
sources += Glob("bt/tasks/*.cpp")
sources += Glob("bt/tasks/blackboard/*.cpp")
sources += Glob("bt/tasks/composites/*.cpp")
sources += Glob("bt/tasks/decorators/*.cpp")
sources += Glob("bt/tasks/scene/*.cpp")
sources += Glob("bt/tasks/utility/*.cpp")
sources += Glob("gdextension/*.cpp")
sources += Glob("editor/debugger/*.cpp")
sources += Glob("editor/*.cpp")
sources += Glob("hsm/*.cpp")
sources += Glob("util/*.cpp")
# Generate documentation header.
if env["target"] in ["editor", "template_debug"]:
doc_data = env.GodotCPPDocData("gen/doc_data.gen.cpp", source=Glob("doc_classes/*.xml"))
sources.append(doc_data)
# Build library.
if env["platform"] == "macos":
library = env.SharedLibrary(
project_dir
+ "/addons/limboai/bin/liblimboai.{}.{}.framework/liblimboai.{}.{}".format(
env["platform"], env["target"], env["platform"], env["target"]
),
source=sources,
)
else:
library = env.SharedLibrary(
project_dir + "/addons/limboai/bin/liblimboai{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
Default(library)
# Deploy icons into PROJECT/addons/limboai/icons.
if deploy_icons:
cmd_deploy_icons = env.Command(
project_dir + "/addons/limboai/icons/",
"icons/",
Copy("$TARGET", "$SOURCE"),
)
Default(cmd_deploy_icons)
# Deploy limboai.gdextension into PROJECT/addons/limboai/bin.
if deploy_manifest:
cmd_deploy_manifest = env.Command(
project_dir + "/addons/limboai/bin/limboai.gdextension",
"gdextension/limboai.gdextension",
Copy("$TARGET", "$SOURCE"),
)
Default(cmd_deploy_manifest)

24
SCsub
View File

@ -5,25 +5,13 @@ Import("env_modules")
module_env = env.Clone()
module_env.Append(CPPDEFINES=["LIMBOAI_MODULE"])
import limboai_version
limboai_version.generate_module_version_header()
module_env.add_source_files(env.modules_sources, "*.cpp")
module_env.add_source_files(env.modules_sources, "blackboard/*.cpp")
module_env.add_source_files(env.modules_sources, "blackboard/bb_param/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/blackboard/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/composites/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/decorators/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/misc/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/scene/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/tasks/utility/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/composites/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/actions/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/decorators/*.cpp")
module_env.add_source_files(env.modules_sources, "bt/conditions/*.cpp")
module_env.add_source_files(env.modules_sources, "bb_param/*.cpp")
module_env.add_source_files(env.modules_sources, "debugger/*.cpp")
if env.editor_build:
module_env.add_source_files(env.modules_sources, "editor/*.cpp")
module_env.add_source_files(env.modules_sources, "editor/debugger/*.cpp")
module_env.add_source_files(env.modules_sources, "hsm/*.cpp")
module_env.add_source_files(env.modules_sources, "util/*.cpp")

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/* bb_aabb.h */
#ifndef BB_AABB_H
#define BB_AABB_H
#include "bb_param.h"
#include "core/object/object.h"
class BBAabb : public BBParam {
GDCLASS(BBAabb, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::AABB; }
};
#endif // BB_AABB_H

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/* bb_array.h */
#ifndef BB_ARRAY_H
#define BB_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBArray : public BBParam {
GDCLASS(BBArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::ARRAY; }
};
#endif // BB_ARRAY_H

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/* bb_basis.h */
#ifndef BB_BASIS_H
#define BB_BASIS_H
#include "bb_param.h"
#include "core/object/object.h"
class BBBasis : public BBParam {
GDCLASS(BBBasis, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::BASIS; }
};
#endif // BB_BASIS_H

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/* bb_bool.h */
#ifndef BB_BOOL_H
#define BB_BOOL_H
#include "bb_param.h"
#include "core/object/object.h"
class BBBool : public BBParam {
GDCLASS(BBBool, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::BOOL; }
};
#endif // BB_BOOL_H

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/* bb_byte_array.h */
#ifndef BB_BYTE_ARRAY_H
#define BB_BYTE_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBByteArray : public BBParam {
GDCLASS(BBByteArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_BYTE_ARRAY; }
};
#endif // BB_BYTE_ARRAY_H

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/* bb_color.h */
#ifndef BB_COLOR_H
#define BB_COLOR_H
#include "bb_param.h"
#include "core/object/object.h"
class BBColor : public BBParam {
GDCLASS(BBColor, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::COLOR; }
};
#endif // BB_COLOR_H

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/* bb_color_array.h */
#ifndef BB_COLOR_ARRAY_H
#define BB_COLOR_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBColorArray : public BBParam {
GDCLASS(BBColorArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_COLOR_ARRAY; }
};
#endif // BB_COLOR_ARRAY_H

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/* bb_dictionary.h */
#ifndef BB_DICTIONARY_H
#define BB_DICTIONARY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBDictionary : public BBParam {
GDCLASS(BBDictionary, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::DICTIONARY; }
};
#endif // BB_DICTIONARY_H

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/* bb_float.h */
#ifndef BB_FLOAT_H
#define BB_FLOAT_H
#include "bb_param.h"
#include "core/object/object.h"
class BBFloat : public BBParam {
GDCLASS(BBFloat, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::FLOAT; }
};
#endif // BB_FLOAT_H

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/* bb_real_array.h */
#ifndef BB_FLOAT_ARRAY_H
#define BB_FLOAT_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBFloatArray : public BBParam {
GDCLASS(BBFloatArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_FLOAT64_ARRAY; }
};
#endif // BB_FLOAT_ARRAY_H

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/* bb_int.h */
#ifndef BB_INT_H
#define BB_INT_H
#include "bb_param.h"
#include "core/object/object.h"
class BBInt : public BBParam {
GDCLASS(BBInt, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::INT; }
};
#endif // BB_INT_H

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/* bb_int_array.h */
#ifndef BB_INT_ARRAY_H
#define BB_INT_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBIntArray : public BBParam {
GDCLASS(BBIntArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_INT64_ARRAY; }
};
#endif // BB_INT_ARRAY_H

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/* bb_node.cpp */
#include "bb_node.h"
#include "core/error/error_macros.h"
#include "core/variant/variant.h"
#include "scene/main/node.h"
Variant BBNode::get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
ERR_FAIL_COND_V(p_agent == nullptr, Variant());
ERR_FAIL_COND_V(!p_blackboard.is_valid(), Variant());
Variant val;
if (get_value_source() == SAVED_VALUE) {
val = get_saved_value();
} else {
val = p_blackboard->get_var(get_variable(), p_default);
}
if (val.get_type() == Variant::NODE_PATH) {
Node *agent = Object::cast_to<Node>(p_agent);
ERR_FAIL_COND_V_MSG(agent == nullptr, Variant(), "BBNode: p_agent must be a Node.");
return agent->get_node(val);
} else {
Node *node = Object::cast_to<Node>(val);
if (unlikely(node == nullptr && val.get_type() != Variant::NIL)) {
WARN_PRINT("BBNode: Unexpected variant type of a blackboard variable.");
return p_default;
} else {
return node;
}
}
}

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/* bb_node.h */
#ifndef BB_NODE_H
#define BB_NODE_H
#include "bb_param.h"
#include "core/object/object.h"
class BBNode : public BBParam {
GDCLASS(BBNode, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::NODE_PATH; }
public:
virtual Variant get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default = Variant()) override;
};
#endif // BB_NODE_H

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/* bb_param.cpp */
#include "bb_param.h"
#include "core/core_bind.h"
#include "core/error/error_macros.h"
#include "core/object/class_db.h"
#include "core/object/object.h"
#include "core/variant/variant.h"
#include "modules/limboai/limbo_utility.h"
VARIANT_ENUM_CAST(BBParam::ValueSource);
void BBParam::set_value_source(ValueSource p_value) {
value_source = p_value;
notify_property_list_changed();
_update_name();
emit_changed();
}
Variant BBParam::get_saved_value() {
if (saved_value.get_type() != get_type()) {
Callable::CallError err;
Variant::construct(get_type(), saved_value, nullptr, 0, err);
}
return saved_value;
}
void BBParam::set_saved_value(Variant p_value) {
saved_value = p_value;
_update_name();
emit_changed();
}
void BBParam::set_variable(const String &p_value) {
variable = p_value;
_update_name();
emit_changed();
}
String BBParam::to_string() {
if (value_source == SAVED_VALUE) {
return String(saved_value);
} else {
return LimboUtility::get_singleton()->decorate_var(variable);
}
}
Variant BBParam::get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
ERR_FAIL_COND_V(!p_blackboard.is_valid(), p_default);
if (value_source == SAVED_VALUE) {
return saved_value;
} else {
return p_blackboard->get_var(variable, p_default);
}
}
void BBParam::_get_property_list(List<PropertyInfo> *p_list) const {
if (value_source == ValueSource::SAVED_VALUE) {
p_list->push_back(PropertyInfo(get_type(), "saved_value"));
} else {
p_list->push_back(PropertyInfo(Variant::STRING, "variable"));
}
}
void BBParam::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_value_source", "p_value_source"), &BBParam::set_value_source);
ClassDB::bind_method(D_METHOD("get_value_source"), &BBParam::get_value_source);
ClassDB::bind_method(D_METHOD("set_saved_value", "p_value"), &BBParam::set_saved_value);
ClassDB::bind_method(D_METHOD("get_saved_value"), &BBParam::get_saved_value);
ClassDB::bind_method(D_METHOD("set_variable", "p_variable_name"), &BBParam::set_variable);
ClassDB::bind_method(D_METHOD("get_variable"), &BBParam::get_variable);
ClassDB::bind_method(D_METHOD("get_type"), &BBParam::get_type);
ClassDB::bind_method(D_METHOD("get_value", "p_agent", "p_blackboard", "p_default"), &BBParam::get_value, Variant());
ADD_PROPERTY(PropertyInfo(Variant::INT, "value_source", PROPERTY_HINT_ENUM, "Saved Value, Blackboard Var"), "set_value_source", "get_value_source");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "variable", PROPERTY_HINT_NONE, "", 0), "set_variable", "get_variable");
ADD_PROPERTY(PropertyInfo(Variant::NIL, "saved_value", PROPERTY_HINT_NONE, "", 0), "set_saved_value", "get_saved_value");
BIND_ENUM_CONSTANT(SAVED_VALUE);
BIND_ENUM_CONSTANT(BLACKBOARD_VAR);
}
BBParam::BBParam() {
value_source = SAVED_VALUE;
variable = "";
saved_value = Variant();
}

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/* bb_param.h */
#ifndef BB_PARAM_H
#define BB_PARAM_H
#include "core/io/resource.h"
#include "core/object/object.h"
#include "core/typedefs.h"
#include "core/variant/variant.h"
#include "modules/limboai/blackboard.h"
#include "modules/limboai/limbo_utility.h"
class BBParam : public Resource {
GDCLASS(BBParam, Resource);
public:
enum ValueSource : unsigned int {
SAVED_VALUE,
BLACKBOARD_VAR
};
private:
ValueSource value_source;
Variant saved_value;
String variable;
_FORCE_INLINE_ void _update_name() {
set_name((value_source == SAVED_VALUE) ? String(saved_value) : LimboUtility::get_singleton()->decorate_var(variable));
}
protected:
static void _bind_methods();
virtual Variant::Type get_type() const { return Variant::NIL; }
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void set_value_source(ValueSource p_value);
ValueSource get_value_source() const { return value_source; }
void set_saved_value(Variant p_value);
Variant get_saved_value();
void set_variable(const String &p_value);
String get_variable() const { return variable; }
virtual String to_string() override;
virtual Variant get_value(Object *p_agent, const Ref<Blackboard> &p_blackboard, const Variant &p_default = Variant());
BBParam();
};
#endif // BB_PARAM_H

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/* bb_plane.h */
#ifndef BB_PLANE_H
#define BB_PLANE_H
#include "bb_param.h"
#include "core/object/object.h"
class BBPlane : public BBParam {
GDCLASS(BBPlane, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PLANE; }
};
#endif // BB_PLANE_H

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/* bb_quat.h */
#ifndef BB_QUATERNION_H
#define BB_QUATERNION_H
#include "bb_param.h"
#include "core/object/object.h"
class BBQuaternion : public BBParam {
GDCLASS(BBQuaternion, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::QUATERNION; }
};
#endif // BB_QUATERNION_H

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/* bb_rect2.h */
#ifndef BB_RECT2_H
#define BB_RECT2_H
#include "bb_param.h"
#include "core/object/object.h"
class BBRect2 : public BBParam {
GDCLASS(BBRect2, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::RECT2; }
};
#endif // BB_RECT2_H

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/* bb_rect2.h */
#ifndef BB_RECT2I_H
#define BB_RECT2I_H
#include "bb_param.h"
#include "core/object/object.h"
class BBRect2i : public BBParam {
GDCLASS(BBRect2i, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::RECT2I; }
};
#endif // BB_RECT2I_H

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/* bb_string.h */
#ifndef BB_STRING_H
#define BB_STRING_H
#include "bb_param.h"
#include "core/object/object.h"
class BBString : public BBParam {
GDCLASS(BBString, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::STRING; }
};
#endif // BB_STRING_H

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/* bb_string_array.h */
#ifndef BB_STRING_ARRAY_H
#define BB_STRING_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBStringArray : public BBParam {
GDCLASS(BBStringArray, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_STRING_ARRAY; }
};
#endif // BB_STRING_ARRAY_H

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/* bb_string.h */
#ifndef BB_STRING_NAME_H
#define BB_STRING_NAME_H
#include "bb_param.h"
#include "core/object/object.h"
class BBStringName : public BBParam {
GDCLASS(BBStringName, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::STRING_NAME; }
};
#endif // BB_STRING_H

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/* bb_transform2d.h */
#ifndef BB_TRANSFORM2D_H
#define BB_TRANSFORM2D_H
#include "bb_param.h"
#include "core/object/object.h"
class BBTransform2D : public BBParam {
GDCLASS(BBTransform2D, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::TRANSFORM2D; }
};
#endif // BB_TRANSFORM2D_H

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/* bb_transform.h */
#ifndef BB_TRANSFORM3D_H
#define BB_TRANSFORM3D_H
#include "bb_param.h"
#include "core/object/object.h"
class BBTransform3D : public BBParam {
GDCLASS(BBTransform3D, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::TRANSFORM3D; }
};
#endif // BB_TRANSFORM3D_H

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/* bb_variant.cpp */
#include "bb_variant.h"
#include "core/object/object.h"
#include "core/variant/variant.h"
void BBVariant::set_type(Variant::Type p_type) {
type = p_type;
notify_property_list_changed();
emit_changed();
}
void BBVariant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_type", "p_type"), &BBVariant::set_type);
String vtypes;
for (int i = 0; i < Variant::VARIANT_MAX; i++) {
if (i > 0) {
vtypes += ",";
}
vtypes += Variant::get_type_name(Variant::Type(i));
}
ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, vtypes), "set_type", "get_type");
}
BBVariant::BBVariant() {
type = Variant::NIL;
}

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/* bb_variant.h */
#ifndef BB_VARIANT_H
#define BB_VARIANT_H
#include "bb_param.h"
#include "core/object/object.h"
#include "core/variant/variant.h"
class BBVariant : public BBParam {
GDCLASS(BBVariant, BBParam);
private:
Variant::Type type;
protected:
static void _bind_methods();
virtual Variant::Type get_type() const override { return type; }
void set_type(Variant::Type p_type);
public:
BBVariant();
};
#endif // BB_VARIANT

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/* bb_vector2.h */
#ifndef BB_VECTOR2_H
#define BB_VECTOR2_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector2 : public BBParam {
GDCLASS(BBVector2, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR2; }
};
#endif // BB_VECTOR2_H

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/* bb_vector2_array.h */
#ifndef BB_VECTOR2_ARRAY_H
#define BB_VECTOR2_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector2Array : public BBParam {
GDCLASS(BBVector2Array, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_VECTOR2_ARRAY; }
};
#endif // BB_VECTOR2_ARRAY_H

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/* bb_vector2.h */
#ifndef BB_VECTOR2I_H
#define BB_VECTOR2I_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector2i : public BBParam {
GDCLASS(BBVector2i, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR2I; }
};
#endif // BB_VECTOR2I_H

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/* bb_vector3.h */
#ifndef BB_VECTOR3_H
#define BB_VECTOR3_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector3 : public BBParam {
GDCLASS(BBVector3, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR3; }
};
#endif // BB_VECTOR3_H

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/* bb_vector3_array.h */
#ifndef BB_VECTOR3_ARRAY_H
#define BB_VECTOR3_ARRAY_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector3Array : public BBParam {
GDCLASS(BBVector3Array, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::PACKED_VECTOR3_ARRAY; }
};
#endif // BB_VECTOR3_ARRAY_H

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/* bb_vector3.h */
#ifndef BB_VECTOR3I_H
#define BB_VECTOR3I_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector3i : public BBParam {
GDCLASS(BBVector3i, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR3I; }
};
#endif // BB_VECTOR3I_H

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/* bb_vector3.h */
#ifndef BB_VECTOR4_H
#define BB_VECTOR4_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector4 : public BBParam {
GDCLASS(BBVector4, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR4; }
};
#endif // BB_VECTOR4_H

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/* bb_vector3.h */
#ifndef BB_VECTOR4I_H
#define BB_VECTOR4I_H
#include "bb_param.h"
#include "core/object/object.h"
class BBVector4i : public BBParam {
GDCLASS(BBVector4i, BBParam);
protected:
virtual Variant::Type get_type() const override { return Variant::VECTOR4I; }
};
#endif // BB_VECTOR4I_H

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/* blackboard.cpp */
#include "blackboard.h"
#include "core/error/error_macros.h"
#include "core/variant/variant.h"
#include "scene/main/node.h"
Ref<Blackboard> Blackboard::top() const {
Ref<Blackboard> bb(this);
while (bb->get_parent_scope().is_valid()) {
bb = bb->get_parent_scope();
}
return bb;
}
Variant Blackboard::get_var(const Variant &p_key, const Variant &p_default) const {
if (data.has(p_key)) {
return data.get_valid(p_key);
} else if (parent.is_valid()) {
return parent->get_var(p_key, p_default);
} else {
return p_default;
}
}
void Blackboard::set_var(const Variant &p_key, const Variant &p_value) {
data[p_key] = p_value;
}
bool Blackboard::has_var(const Variant &p_key) const {
return data.has(p_key) || (parent.is_valid() && parent->has_var(p_key));
}
void Blackboard::erase_var(const Variant &p_key) {
data.erase(p_key);
}
void Blackboard::prefetch_nodepath_vars(Node *p_node) {
ERR_FAIL_COND(p_node == nullptr);
for (int i = 0; i < data.size(); i++) {
Variant value = data.get_value_at_index(i);
if (value.get_type() == Variant::NODE_PATH) {
Node *fetched_node = p_node->get_node_or_null(value);
if (fetched_node != nullptr) {
data[data.get_key_at_index(i)] = fetched_node;
}
}
}
};
void Blackboard::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_data"), &Blackboard::get_data);
ClassDB::bind_method(D_METHOD("set_data", "p_data"), &Blackboard::set_data);
ClassDB::bind_method(D_METHOD("get_var", "p_key", "p_default"), &Blackboard::get_var, Variant());
ClassDB::bind_method(D_METHOD("set_var", "p_key", "p_value"), &Blackboard::set_var);
ClassDB::bind_method(D_METHOD("has_var", "p_key"), &Blackboard::has_var);
ClassDB::bind_method(D_METHOD("set_parent_scope", "p_blackboard"), &Blackboard::set_parent_scope);
ClassDB::bind_method(D_METHOD("get_parent_scope"), &Blackboard::get_parent_scope);
ClassDB::bind_method(D_METHOD("erase_var"), &Blackboard::erase_var);
ClassDB::bind_method(D_METHOD("prefetch_nodepath_vars", "p_node"), &Blackboard::prefetch_nodepath_vars);
ClassDB::bind_method(D_METHOD("top"), &Blackboard::top);
}

39
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/* blackboard.h */
#ifndef BLACKBOARD_H
#define BLACKBOARD_H
#include "core/object/object.h"
#include "core/object/ref_counted.h"
#include "core/variant/dictionary.h"
#include "core/variant/variant.h"
#include "scene/main/node.h"
class Blackboard : public RefCounted {
GDCLASS(Blackboard, RefCounted);
private:
Dictionary data;
Ref<Blackboard> parent;
protected:
static void _bind_methods();
public:
void set_data(const Dictionary &p_value) { data = p_value; }
Dictionary get_data() const { return data; }
void set_parent_scope(const Ref<Blackboard> &p_blackboard) { parent = p_blackboard; }
Ref<Blackboard> get_parent_scope() const { return parent; }
Ref<Blackboard> top() const;
Variant get_var(const Variant &p_key, const Variant &p_default) const;
void set_var(const Variant &p_key, const Variant &p_value);
bool has_var(const Variant &p_key) const;
void erase_var(const Variant &p_key);
void prefetch_nodepath_vars(Node *p_node);
};
#endif // BLACKBOARD_H

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/**
* bb_aabb.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_AABB_H
#define BB_AABB_H
#include "bb_param.h"
class BBAabb : public BBParam {
GDCLASS(BBAabb, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::AABB; }
};
#endif // BB_AABB_H

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/**
* bb_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_ARRAY_H
#define BB_ARRAY_H
#include "bb_param.h"
class BBArray : public BBParam {
GDCLASS(BBArray, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::ARRAY; }
};
#endif // BB_ARRAY_H

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/**
* bb_basis.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_BASIS_H
#define BB_BASIS_H
#include "bb_param.h"
class BBBasis : public BBParam {
GDCLASS(BBBasis, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::BASIS; }
};
#endif // BB_BASIS_H

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/**
* bb_bool.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_BOOL_H
#define BB_BOOL_H
#include "bb_param.h"
class BBBool : public BBParam {
GDCLASS(BBBool, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::BOOL; }
};
#endif // BB_BOOL_H

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/**
* bb_byte_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_BYTE_ARRAY_H
#define BB_BYTE_ARRAY_H
#include "bb_param.h"
class BBByteArray : public BBParam {
GDCLASS(BBByteArray, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_BYTE_ARRAY; }
};
#endif // BB_BYTE_ARRAY_H

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/**
* bb_color.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_COLOR_H
#define BB_COLOR_H
#include "bb_param.h"
class BBColor : public BBParam {
GDCLASS(BBColor, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::COLOR; }
};
#endif // BB_COLOR_H

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/**
* bb_color_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_COLOR_ARRAY_H
#define BB_COLOR_ARRAY_H
#include "bb_param.h"
class BBColorArray : public BBParam {
GDCLASS(BBColorArray, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_COLOR_ARRAY; }
};
#endif // BB_COLOR_ARRAY_H

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/**
* bb_dictionary.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_DICTIONARY_H
#define BB_DICTIONARY_H
#include "bb_param.h"
class BBDictionary : public BBParam {
GDCLASS(BBDictionary, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::DICTIONARY; }
};
#endif // BB_DICTIONARY_H

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/**
* bb_float.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_FLOAT_H
#define BB_FLOAT_H
#include "bb_param.h"
class BBFloat : public BBParam {
GDCLASS(BBFloat, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::FLOAT; }
};
#endif // BB_FLOAT_H

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/**
* bb_float32_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_FLOAT32_ARRAY_H
#define BB_FLOAT32_ARRAY_H
#include "bb_param.h"
class BBFloat32Array : public BBParam {
GDCLASS(BBFloat32Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_FLOAT32_ARRAY; }
};
#endif // BB_FLOAT32_ARRAY_H

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/**
* bb_float64_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_FLOAT64_ARRAY_H
#define BB_FLOAT64_ARRAY_H
#include "bb_param.h"
class BBFloat64Array : public BBParam {
GDCLASS(BBFloat64Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_FLOAT64_ARRAY; }
};
#endif // BB_FLOAT64_ARRAY_H

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/**
* bb_int.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_INT_H
#define BB_INT_H
#include "bb_param.h"
class BBInt : public BBParam {
GDCLASS(BBInt, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::INT; }
};
#endif // BB_INT_H

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/**
* bb_int32_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_INT32_ARRAY_H
#define BB_INT32_ARRAY_H
#include "bb_param.h"
class BBInt32Array : public BBParam {
GDCLASS(BBInt32Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_INT32_ARRAY; }
};
#endif // BB_INT32_ARRAY_H

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/**
* bb_int64_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_INT64_ARRAY_H
#define BB_INT64_ARRAY_H
#include "bb_param.h"
class BBInt64Array : public BBParam {
GDCLASS(BBInt64Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_INT64_ARRAY; }
};
#endif // BB_INT64_ARRAY_H

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/**
* bb_node.cpp
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#include "bb_node.h"
Variant BBNode::get_value(Node *p_scene_root, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
ERR_FAIL_NULL_V_MSG(p_scene_root, Variant(), "BBNode: get_value() failed - scene_root is null.");
ERR_FAIL_COND_V_MSG(p_blackboard.is_null(), Variant(), "BBNode: get_value() failed - blackboard is null.");
Variant val;
if (get_value_source() == SAVED_VALUE) {
val = get_saved_value();
} else {
val = p_blackboard->get_var(get_variable(), p_default);
}
if (val.get_type() == Variant::NODE_PATH) {
return p_scene_root->get_node_or_null(val);
} else if (val.get_type() == Variant::OBJECT || val.get_type() == Variant::NIL) {
return val;
} else {
WARN_PRINT("BBNode: Unexpected variant type: " + Variant::get_type_name(val.get_type()) + ". Returning default value.");
return p_default;
}
}

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/**
* bb_node.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_NODE_H
#define BB_NODE_H
#include "bb_param.h"
class BBNode : public BBParam {
GDCLASS(BBNode, BBParam);
protected:
static void _bind_methods() {}
public:
virtual Variant::Type get_type() const override { return Variant::NODE_PATH; }
virtual Variant get_value(Node *p_scene_root, const Ref<Blackboard> &p_blackboard, const Variant &p_default = Variant()) override;
};
#endif // BB_NODE_H

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/**
* bb_param.cpp
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#include "bb_param.h"
#include "../../util/limbo_utility.h"
#ifdef LIMBOAI_MODULE
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
using namespace godot;
#endif // LIMBOAI_GDEXTENSION
VARIANT_ENUM_CAST(BBParam::ValueSource);
void BBParam::set_value_source(ValueSource p_value) {
value_source = p_value;
notify_property_list_changed();
_update_name();
emit_changed();
}
Variant BBParam::get_saved_value() {
return saved_value;
}
void BBParam::set_saved_value(Variant p_value) {
if (p_value.get_type() == Variant::NIL) {
_assign_default_value();
} else {
saved_value = p_value;
}
_update_name();
emit_changed();
}
void BBParam::set_variable(const StringName &p_variable) {
variable = p_variable;
_update_name();
emit_changed();
}
#ifdef LIMBOAI_MODULE
String BBParam::to_string() {
#elif LIMBOAI_GDEXTENSION
String BBParam::_to_string() {
#endif
if (value_source == SAVED_VALUE) {
String s = saved_value.stringify();
switch (get_type()) {
case Variant::STRING: {
s = "\"" + s.c_escape() + "\"";
} break;
case Variant::STRING_NAME: {
s = "&\"" + s.c_escape() + "\"";
} break;
case Variant::NODE_PATH: {
s = "^\"" + s.c_escape() + "\"";
} break;
default: {
} break;
}
return s;
} else {
return LimboUtility::get_singleton()->decorate_var(variable);
}
}
Variant BBParam::get_value(Node *p_scene_root, const Ref<Blackboard> &p_blackboard, const Variant &p_default) {
ERR_FAIL_COND_V(!p_blackboard.is_valid(), p_default);
if (value_source == SAVED_VALUE) {
if (saved_value == Variant()) {
_assign_default_value();
}
return saved_value;
} else {
ERR_FAIL_COND_V_MSG(!p_blackboard->has_var(variable), p_default, vformat("BBParam: Blackboard variable \"%s\" doesn't exist.", variable));
return p_blackboard->get_var(variable, p_default);
}
}
void BBParam::_get_property_list(List<PropertyInfo> *p_list) const {
if (value_source == ValueSource::SAVED_VALUE) {
p_list->push_back(PropertyInfo(get_type(), "saved_value"));
} else {
p_list->push_back(PropertyInfo(Variant::STRING_NAME, "variable"));
}
}
void BBParam::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_value_source", "value_source"), &BBParam::set_value_source);
ClassDB::bind_method(D_METHOD("get_value_source"), &BBParam::get_value_source);
ClassDB::bind_method(D_METHOD("set_saved_value", "value"), &BBParam::set_saved_value);
ClassDB::bind_method(D_METHOD("get_saved_value"), &BBParam::get_saved_value);
ClassDB::bind_method(D_METHOD("set_variable", "variable_name"), &BBParam::set_variable);
ClassDB::bind_method(D_METHOD("get_variable"), &BBParam::get_variable);
ClassDB::bind_method(D_METHOD("get_type"), &BBParam::get_type);
ClassDB::bind_method(D_METHOD("get_value", "scene_root", "blackboard", "default"), &BBParam::get_value, Variant());
ADD_PROPERTY(PropertyInfo(Variant::INT, "value_source", PROPERTY_HINT_ENUM, "Saved Value,Blackboard Var"), "set_value_source", "get_value_source");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "variable", PROPERTY_HINT_NONE, "", 0), "set_variable", "get_variable");
ADD_PROPERTY(PropertyInfo(Variant::NIL, "saved_value", PROPERTY_HINT_NONE, "", 0), "set_saved_value", "get_saved_value");
BIND_ENUM_CONSTANT(SAVED_VALUE);
BIND_ENUM_CONSTANT(BLACKBOARD_VAR);
}
BBParam::BBParam() {
value_source = SAVED_VALUE;
}

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/**
* bb_param.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_PARAM_H
#define BB_PARAM_H
#include "../../blackboard/blackboard.h"
#include "../../util/limbo_utility.h"
#ifdef LIMBOAI_MODULE
#include "core/io/resource.h"
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/resource.hpp>
#endif // LIMBOAI_GDEXTENSION
class BBParam : public Resource {
GDCLASS(BBParam, Resource);
public:
enum ValueSource : unsigned int {
SAVED_VALUE,
BLACKBOARD_VAR
};
private:
ValueSource value_source;
Variant saved_value;
StringName variable;
_FORCE_INLINE_ void _update_name() {
set_name((value_source == SAVED_VALUE) ? String(saved_value) : LimboUtility::get_singleton()->decorate_var(variable));
}
protected:
static void _bind_methods();
_FORCE_INLINE_ void _assign_default_value() { saved_value = VARIANT_DEFAULT(get_type()); }
void _get_property_list(List<PropertyInfo> *p_list) const;
public:
void set_value_source(ValueSource p_value);
ValueSource get_value_source() const { return value_source; }
void set_saved_value(Variant p_value);
Variant get_saved_value();
void set_variable(const StringName &p_variable);
StringName get_variable() const { return variable; }
#ifdef LIMBOAI_MODULE
virtual String to_string() override;
#elif LIMBOAI_GDEXTENSION
virtual String _to_string();
#endif
virtual Variant::Type get_type() const { return Variant::NIL; }
virtual Variant::Type get_variable_expected_type() const { return get_type(); }
virtual Variant get_value(Node *p_scene_root, const Ref<Blackboard> &p_blackboard, const Variant &p_default = Variant());
BBParam();
};
#endif // BB_PARAM_H

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/**
* bb_plane.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_PLANE_H
#define BB_PLANE_H
#include "bb_param.h"
class BBPlane : public BBParam {
GDCLASS(BBPlane, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PLANE; }
};
#endif // BB_PLANE_H

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/**
* bb_projection.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_PROJECTION_H
#define BB_PROJECTION_H
#include "bb_param.h"
class BBProjection : public BBParam {
GDCLASS(BBProjection, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PROJECTION; }
};
#endif // BB_PROJECTION_H

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/**
* bb_quaternion.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_QUATERNION_H
#define BB_QUATERNION_H
#include "bb_param.h"
class BBQuaternion : public BBParam {
GDCLASS(BBQuaternion, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::QUATERNION; }
};
#endif // BB_QUATERNION_H

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/**
* bb_rect2.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_RECT2_H
#define BB_RECT2_H
#include "bb_param.h"
class BBRect2 : public BBParam {
GDCLASS(BBRect2, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::RECT2; }
};
#endif // BB_RECT2_H

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/**
* bb_rect2i.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_RECT2I_H
#define BB_RECT2I_H
#include "bb_param.h"
class BBRect2i : public BBParam {
GDCLASS(BBRect2i, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::RECT2I; }
};
#endif // BB_RECT2I_H

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/**
* bb_string.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_STRING_H
#define BB_STRING_H
#include "bb_param.h"
class BBString : public BBParam {
GDCLASS(BBString, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::STRING; }
};
#endif // BB_STRING_H

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/**
* bb_string_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_STRING_ARRAY_H
#define BB_STRING_ARRAY_H
#include "bb_param.h"
class BBStringArray : public BBParam {
GDCLASS(BBStringArray, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_STRING_ARRAY; }
};
#endif // BB_STRING_ARRAY_H

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/**
* bb_string_name.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_STRING_NAME_H
#define BB_STRING_NAME_H
#include "bb_param.h"
class BBStringName : public BBParam {
GDCLASS(BBStringName, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::STRING_NAME; }
};
#endif // BB_STRING_H

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/**
* bb_transform2d.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_TRANSFORM2D_H
#define BB_TRANSFORM2D_H
#include "bb_param.h"
class BBTransform2D : public BBParam {
GDCLASS(BBTransform2D, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::TRANSFORM2D; }
};
#endif // BB_TRANSFORM2D_H

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/**
* bb_transform3d.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_TRANSFORM3D_H
#define BB_TRANSFORM3D_H
#include "bb_param.h"
class BBTransform3D : public BBParam {
GDCLASS(BBTransform3D, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::TRANSFORM3D; }
};
#endif // BB_TRANSFORM3D_H

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/**
* bb_variant.cpp
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#include "bb_variant.h"
void BBVariant::set_type(Variant::Type p_type) {
if (type != p_type) {
type = p_type;
if (get_saved_value().get_type() != p_type) {
_assign_default_value();
}
emit_changed();
notify_property_list_changed();
}
}
Variant::Type BBVariant::get_type() const {
return type;
}
void BBVariant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_type", "type"), &BBVariant::set_type);
String vtypes;
for (int i = 0; i < Variant::VARIANT_MAX; i++) {
if (i > 0) {
vtypes += ",";
}
vtypes += Variant::get_type_name(Variant::Type(i));
}
ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, vtypes), "set_type", "get_type");
}
BBVariant::BBVariant(const Variant &p_value) {
set_type(p_value.get_type());
set_saved_value(p_value);
}
BBVariant::BBVariant() {
}

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/**
* bb_variant.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VARIANT_H
#define BB_VARIANT_H
#include "bb_param.h"
class BBVariant : public BBParam {
GDCLASS(BBVariant, BBParam);
private:
Variant::Type type = Variant::NIL;
protected:
static void _bind_methods();
public:
virtual Variant::Type get_type() const override;
void set_type(Variant::Type p_type);
virtual Variant::Type get_variable_expected_type() const override { return Variant::NIL; }
BBVariant(const Variant &p_value);
BBVariant();
};
#endif // BB_VARIANT

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/**
* bb_vector2.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR2_H
#define BB_VECTOR2_H
#include "bb_param.h"
class BBVector2 : public BBParam {
GDCLASS(BBVector2, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::VECTOR2; }
};
#endif // BB_VECTOR2_H

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/**
* bb_vector2_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR2_ARRAY_H
#define BB_VECTOR2_ARRAY_H
#include "bb_param.h"
class BBVector2Array : public BBParam {
GDCLASS(BBVector2Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_VECTOR2_ARRAY; }
};
#endif // BB_VECTOR2_ARRAY_H

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/**
* bb_vector2i.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR2I_H
#define BB_VECTOR2I_H
#include "bb_param.h"
class BBVector2i : public BBParam {
GDCLASS(BBVector2i, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::VECTOR2I; }
};
#endif // BB_VECTOR2I_H

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/**
* bb_vector3.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR3_H
#define BB_VECTOR3_H
#include "bb_param.h"
class BBVector3 : public BBParam {
GDCLASS(BBVector3, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::VECTOR3; }
};
#endif // BB_VECTOR3_H

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/**
* bb_vector3_array.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR3_ARRAY_H
#define BB_VECTOR3_ARRAY_H
#include "bb_param.h"
class BBVector3Array : public BBParam {
GDCLASS(BBVector3Array, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::PACKED_VECTOR3_ARRAY; }
};
#endif // BB_VECTOR3_ARRAY_H

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/**
* bb_vector3i.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR3I_H
#define BB_VECTOR3I_H
#include "bb_param.h"
class BBVector3i : public BBParam {
GDCLASS(BBVector3i, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::VECTOR3I; }
};
#endif // BB_VECTOR3I_H

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/**
* bb_vector4.h
* =============================================================================
* Copyright (c) 2023-present Serhii Snitsaruk and the LimboAI contributors.
*
* Use of this source code is governed by an MIT-style
* license that can be found in the LICENSE file or at
* https://opensource.org/licenses/MIT.
* =============================================================================
*/
#ifndef BB_VECTOR4_H
#define BB_VECTOR4_H
#include "bb_param.h"
class BBVector4 : public BBParam {
GDCLASS(BBVector4, BBParam);
protected:
static void _bind_methods() {}
virtual Variant::Type get_type() const override { return Variant::VECTOR4; }
};
#endif // BB_VECTOR4_H

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