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318 Commits

Author SHA1 Message Date
Serhii Snitsaruk 1a192b6129
Port BBParam editor to GDExtension (#287) 2025-02-18 12:39:47 +01:00
Serhii Snitsaruk 8e3f37d46a
GHA: Update Godot version used in GDExtension workflow 2025-02-16 14:27:29 +01:00
Serhii Snitsaruk 98778c1645
GHA: Test with `strict_checks=yes` 2025-02-16 13:06:13 +01:00
Serhii Snitsaruk 7ca4c63191
Update demo due to 4.4 changes 2025-02-16 13:01:39 +01:00
Serhii Snitsaruk 8788d8bf12
Bump version to 1.4.0-dev 2025-02-16 12:59:26 +01:00
Serhii Snitsaruk f31d722320
Merge pull request #223 from Rubonnek/support-godot-4.4
Support Godot 4.4
2025-02-16 12:52:15 +01:00
Wilson E. Alvarez bbb4512437
Add guards around PROPERTY_HINT_NO_NODEPATH which is not available in GDExtension 2025-02-15 11:29:36 -05:00
Wilson E. Alvarez 43ec612949
Fix broken conversion: Ref<Script> to const String 2025-02-15 09:48:16 -05:00
Wilson E. Alvarez 998bf212b7
Fix unhandled PROPERTY_HINT_NO_NODEPATH warning
Due to upstream change:

	6f7525c396
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez ec8eb4bf91
Override renamed EditorPlugin::get_name() method
Due to upstream change:

	0ab3dc273e
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez 05cd3e67b0
Refactor EditorHelpBit usage
Due to upstream change:

	4e19ab8afe
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez ed9762e62f
Fix unhandled PROPERTY_HINT_ONESHOT warning
Due to upstream change:

	761a20f7a7
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez ac0b68aa13
Fix forbidden comparisons between Ref and nullptr.
Necessary when compiling with strict_checks=yes.

Due to upstream change:

	df29cc696f
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez c3da26caba
Fix internal Button set_icon calls to set_button_icon
Due to upstream change:

    562c666e3d
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez e9f6a6fea5
Fix unhandled PROPERTY_HINT_TOOL_BUTTON warning
Due to upstream change:

	85dfd89653
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez c3144875df
Fix unhandled PROPERTY_HINT_DICTIONARY_TYPE warning
Due to upstream change:

	9853a69144
2025-02-15 09:48:16 -05:00
Wilson E. Alvarez e37ff39641
Update EditorMainScreen calls after its extraction
Due to upstream change:

	5e1c9d68aa
2025-02-15 09:48:16 -05:00
Serhii Snitsaruk 6292ee4404
chore: Move `update_rst` to `scripts/` dir 2025-02-15 13:40:54 +01:00
Serhii Snitsaruk 77dc9b3b85
GHA: Build editor targets for iOS & web GDExtension libs (#285)
Compile iOS & Web GDExtension libs with editor support.
2025-02-13 11:58:03 +01:00
Serhii Snitsaruk 88701e9f20
GDExtension: Build Android libs with editor features (#284)
Also, fix the macOS Vulkan SDK installation step in CI.

Resolves GH-282.
2025-02-12 12:05:50 +01:00
Serhii Snitsaruk 576df4092a
Bump version to 1.3.1 2025-02-02 21:22:51 +01:00
Serhii Snitsaruk b8f266588a
Fix duplicate UI banners (#279)
During the editor launch, duplicate UI banners may appear in the LimboAI tab. Maybe in some other instances too. This PR fixes this issue.
2025-02-02 21:19:58 +01:00
Serhii Snitsaruk eac7e56f42
Doc: Mention pre-built templates (#280) 2025-02-02 19:45:54 +01:00
namelessvoid 7aebed5897
Update Readme to accomodate new documentation structure
(cherry picked from commit fe87a87759)
2025-01-22 01:18:37 +01:00
Steven Schoen a6613c32f9
Navigate to subtree resource when clicked in editor (#276)
Co-authored-by: Steven Schoen <digisteve5@gmail.com>
2025-01-22 01:05:51 +01:00
Serhii Snitsaruk 76e02a75e5
Fix BTInstance not registered with debugger on BTPlayer.set_bt_instance() (#275) 2025-01-21 23:43:52 +01:00
Serhii Snitsaruk 1b9cf17339
Fix BTPlayer.set_behavior_tree() not populating Blackboard (#274) 2025-01-21 23:35:28 +01:00
Serhii Snitsaruk 0584b0401f
Bump version to 1.4.0-dev 2025-01-21 12:00:35 +01:00
Serhii Snitsaruk 98917a2055
Bump version to 1.3.0 2025-01-21 03:18:11 +01:00
Serhii Snitsaruk 10defe21a5
Update copyright notices across the project files & in LICENSE.md (#272)
* Include LimboAI contributors in the notice
* Clarify first year of publication as copyright year
2025-01-21 02:18:59 +01:00
Laurent Senta 3dcbee829c
doc: clarify scoping for BTState (#271) 2025-01-10 16:42:09 +01:00
Serhii Snitsaruk e3be34670e
Doc: Clarify how to access objects on the blackboard that may be freed 2025-01-05 20:53:53 +01:00
Dave Palais e3262108d7
Amend logic error in `BlackboardPlan` variable listing (#269) 2025-01-03 02:33:29 +01:00
Dave Palais b144ebc7bc
Do not show warning for NIL type BlackboardPlan variables on BBParam. (#267)
Enable variable mapping for NIL type public BlackboardPlan variables.
2025-01-01 18:14:39 +01:00
Serhii Snitsaruk 672f92c87b
Update doc 2024-12-30 01:24:52 +01:00
Serhii Snitsaruk e2e42b90a8 Fix documentation links in the editor 2024-12-29 16:03:21 -08:00
Serhii Snitsaruk a952009293
Add `Blackboard.print_state()` (#264)
Method that prints values of all variables in each scope.
2024-12-29 23:45:59 +01:00
Pheubel 0982804a86
Remove arbitrary limit on user task directories (#263)
Resolves GH-256
2024-12-28 19:03:51 +01:00
Serhii Snitsaruk dd427c25e2
Revert "Update Readme to accomodate new documentation structure"
This reverts commit fe87a87759.
2024-12-18 21:18:08 +01:00
Serhii Snitsaruk dddc713a3a
Merge pull request #261 from limbonaut/fix-crash-with-vscode-and-gdextension
Fix crash with VSCode and GDExtension
2024-12-17 23:54:21 +01:00
Serhii Snitsaruk 6fecc1e4b5
Merge pull request #262 from namelessvoid/re-arrange-documentation
Suggestion on re-arranging the docs
2024-12-17 23:35:56 +01:00
namelessvoid fe87a87759 Update Readme to accomodate new documentation structure 2024-12-17 20:14:51 +01:00
Simon Kerler 0e0a4685f9
De-duplicated info about pros/cons of GDExtension vs Module
Co-authored-by: Serhii Snitsaruk <limbonaut@pm.me>
2024-12-17 19:47:45 +01:00
Simon Kerler 955da07652
Remove outdated info about built-in documentation
Co-authored-by: Serhii Snitsaruk <limbonaut@pm.me>
2024-12-17 19:42:27 +01:00
namelessvoid 90c0a9a4f6 Merge remote-tracking branch 'origin/master' into re-arrange-documentation 2024-12-17 00:51:05 +01:00
namelessvoid 1359f1e606 Merge BT debugging docs into 'Creating BT' chapter 2024-12-17 00:33:47 +01:00
namelessvoid 0d65c1117a Remove now redundant page from documentation 2024-12-17 00:23:32 +01:00
Serhii Snitsaruk a5118ebc1b
Fix crash while using callable_mp in GDExtension 2024-12-17 00:11:16 +01:00
Serhii Snitsaruk 17872e7048
Fix broken syntax in docs 2024-12-16 22:19:54 +01:00
Serhii Snitsaruk f7a63ca673
Merge pull request #260 from limbonaut/doc-contributing
Doc: Add Contributing page
2024-12-16 22:04:00 +01:00
Serhii Snitsaruk 691208016c
Doc: Add Contributing page 2024-12-16 22:03:59 +01:00
namelessvoid 35a2cbac56 Re-arrange documentation 2024-12-16 21:47:20 +01:00
Serhii Snitsaruk db827a8d30
Merge pull request #258 from namelessvoid/fix-typo-in-example
Add missing 'not' in HSM state example
2024-12-16 12:36:22 +01:00
namelessvoid 360e24c330 Add missing 'not' in HSM state example 2024-12-16 00:43:46 +01:00
Serhii Snitsaruk e9884589a8
Doc: Add offline formats 2024-12-11 20:28:42 +01:00
Serhii Snitsaruk 9cfdabca3f
Merge pull request #255 from limbonaut/fix-setting-bt-crash
Fix: Keep `BTInstance` alive until update is finished (fixes #254)
2024-12-04 18:15:55 +01:00
Serhii Snitsaruk 23a6e5fdfe
Fix: Keep `BTInstance` alive until update is finished
Fixes #254
2024-12-04 17:57:11 +01:00
Serhii Snitsaruk 6644f191ca
Merge pull request #252 from limbonaut/gha-mingw-windows
GHA: Improve Windows builds: MinGW/GCC with LTO, D3D12, ANGLE
2024-12-01 22:35:44 +01:00
Serhii Snitsaruk 8b0b15fce4
GHA: Fix scons cache in test builds 2024-12-01 18:44:31 +01:00
Serhii Snitsaruk 11548c51f0
GHA: Fix build name missing in Windows builds 2024-12-01 18:35:21 +01:00
Serhii Snitsaruk 62a142f188
GHA: Compile with D3D12 support and Mesa libs 2024-12-01 16:46:27 +01:00
Serhii Snitsaruk 7a3d5bc6a2
GHA: Compile Windows builds with statically linked ANGLE 2024-12-01 16:46:21 +01:00
Serhii Snitsaruk 6d79b7474e
GHA: Don't use SCons cache in release builds 2024-12-01 16:28:10 +01:00
Serhii Snitsaruk 44040dda06
GHA: Build Windows binaries using MinGW/GCC in a docker container 2024-12-01 16:28:03 +01:00
Serhii Snitsaruk ba90deaa6a
Merge pull request #245 from limbonaut/editor-prop-binding
Feature: Bind `BlackboardPlan` variables to node properties in the Inspector
2024-11-15 11:35:13 -08:00
Serhii Snitsaruk 08d8fcdf92
Don't show binding/mapping for hidden variables 2024-11-15 18:50:42 +01:00
Serhii Snitsaruk 51878e4b6e
Limit a variable to either binding or mapping, but not both at once 2024-11-15 18:15:40 +01:00
Serhii Snitsaruk 008702b1e4
Fix template compilation 2024-11-11 11:43:26 +01:00
Serhii Snitsaruk 6e8c22d598
Clean up & strengthen code 2024-11-11 10:24:14 +01:00
Serhii Snitsaruk 0b3b11a383
Enable binding in BehaviorTree-owned blackboard plan 2024-11-11 10:13:41 +01:00
Serhii Snitsaruk 4cac6276aa
Fix GDExtension issues 2024-11-11 10:01:20 +01:00
Serhii Snitsaruk ea671dd54b
Improve binding presentation within inspector, fix compilation issues 2024-11-11 09:49:01 +01:00
Serhii Snitsaruk bc7f677810
Specialized inspector property editor for NodePath 2024-11-11 08:24:54 +01:00
Serhii Snitsaruk 057d4e669c
Bind variables to scene node properties upon runtime Blackboard creation 2024-11-10 19:58:35 +01:00
Serhii Snitsaruk f600d633a3
Store property bindings in BlackboardPlan 2024-11-10 19:08:56 +01:00
Serhii Snitsaruk ae61d551c0
Doc: Clarify when `LimboState::_exit` is called 2024-11-05 19:41:16 +01:00
Serhii Snitsaruk a14cc4cc68
GHA: Use 4.3-stable in "All builds" 2024-11-05 19:16:41 +01:00
Serhii Snitsaruk d304f957ef
Merge pull request #244 from limbonaut/save-builtin-bt-on-ctrls
Improve workflow with built-in BT resources
2024-11-05 01:40:51 -08:00
Serhii Snitsaruk bf85350260
Open the owner scene when switching to a built-in BT 2024-11-04 19:45:54 +01:00
Serhii Snitsaruk 03476721d9
Change shortcut for "Jump to Owner"
Ctrl+J is no longer available by default
2024-11-04 15:52:42 +01:00
Serhii Snitsaruk bebd6a15eb
Save edited built-in BT resource on `Ctrl+S` 2024-11-04 14:52:35 +01:00
Serhii Snitsaruk 4c9028fc66
Merge pull request #243 from limbonaut/fix-builtin-resource-save
Improve saving for built-in BTs attached to scenes
2024-11-03 01:59:52 -08:00
Serhii Snitsaruk e21156df35
Save external BTs on plugin callback
Also fixes dirty state handling, however it's currently unused.
2024-11-02 15:41:34 +01:00
Serhii Snitsaruk 591a1fe672
Improve saving for built-in BTs attached to scenes 2024-11-01 22:22:23 +01:00
Serhii Snitsaruk f90c48eb81
Merge pull request #242 from limbonaut/fix-hsm-reparenting-saga-episode-three
Fix re-parenting an agent interrupts its state machine
2024-11-01 11:11:45 -07:00
Serhii Snitsaruk 162de0f868
Fix re-parenting agent interrupts its state machine 2024-11-01 18:47:36 +01:00
Serhii Snitsaruk 423c4ce7a4
Merge pull request #241 from limbonaut/hsm-transition-guards
`LimboHSM`: Ability to specify per-transition guard function
2024-11-01 07:49:20 -07:00
Serhii Snitsaruk a5d59a0a51
Update docs 2024-11-01 15:24:32 +01:00
Serhii Snitsaruk 85eda3c804
Tests for per-transition guards 2024-11-01 14:59:10 +01:00
Serhii Snitsaruk 6de8b9e4c4
Merge pull request #227 from limbonaut/fix-bttask-setup-overriding
Call both native and script `_setup/_enter/_exit` in BTTask
2024-11-01 06:19:13 -07:00
Serhii Snitsaruk bbe71bb378
Add transition guards 2024-11-01 14:00:30 +01:00
Serhii Snitsaruk 7feff38d6b
Call both native and script _enter/_exit in BTTask 2024-11-01 13:50:08 +01:00
Serhii Snitsaruk 632e26c922
Call both native and script's `_setup()` in BTTask
Current behavior is overriding, which is not correct as it's an initializer function.
2024-11-01 13:42:49 +01:00
Serhii Snitsaruk 106608aca9
Merge pull request #239 from limbonaut/fix-clone-bttask-and-arrays
Duplicate `BBParam` instances in typed arrays in `BTTask::clone()`
2024-10-28 09:17:39 -07:00
Serhii Snitsaruk d5bc62830a
Duplicate BBParam instances inside arrays in `BTTask::clone()`
Fixes issue with `CallMethod` arguments being shared between tasks after duplication.
2024-10-28 15:06:29 +01:00
Serhii Snitsaruk 3b15abf2c9
GHA: Fix vulkan sdk in ios packaging 2024-10-19 22:09:03 +02:00
Serhii Snitsaruk 6d049a3701
Merge pull request #237 from limbonaut/gha-ios-vulkan
GHA: Fix Vulkan SDK on iOS
2024-10-19 11:35:28 -07:00
Serhii Snitsaruk 65454c36a8
GHA: Fix Vulkan SDK on iOS 2024-10-19 20:04:48 +02:00
Serhii Snitsaruk e0e15b0ec4
Merge pull request #163 from limbonaut/gha-gdext-ios
GHA: Build iOS GDExtension libraries
2024-10-17 06:23:06 -07:00
Serhii Snitsaruk ee8c773e71
GHA: Build with ios_simulator=yes flag 2024-10-16 14:32:39 +02:00
Serhii Snitsaruk 7f38fe2b8b
GHA: Change iOS arch to arm64 & build simulator libs 2024-10-16 14:32:39 +02:00
Serhii Snitsaruk 500775eb14
Add iOS builds to the GDExtension manifest 2024-10-16 14:32:39 +02:00
Serhii Snitsaruk 1cdde4d5a9
GHA: Add iOS builds to GDExtension workflow 2024-10-16 14:31:56 +02:00
Serhii Snitsaruk eaa43020f5
Merge pull request #235 from limbonaut/doc-get-var-fix
Doc: Clarify `Blackboard.get_var()` and `set_var()`
2024-10-13 12:27:12 -07:00
Serhii Snitsaruk b5b1ac7289
Doc: Clarify `Blackboard.get_var()` and `set_var()` 2024-10-13 21:04:59 +02:00
Serhii Snitsaruk ece17d68d9
Merge pull request #234 from limbonaut/doc-fixes
GHA: Code style checks for PRs and commits
2024-10-13 12:03:17 -07:00
Serhii Snitsaruk 85787616e7
GHA: Add code style check for PRs and direct commits 2024-10-13 20:43:59 +02:00
Serhii Snitsaruk 11abf36c99
Clang format 2024-10-13 20:25:03 +02:00
Serhii Snitsaruk 19d771fef2
Merge pull request #229 from monxa/tasktree-search
Implement Tree Search Functionality with Highlighting and Filtering
2024-10-13 11:18:37 -07:00
Serhii Snitsaruk 2b89d1d23e
Merge pull request #233 from limbonaut/gha-fix-macos-vulkan
GHA: Fix Vulkan SDK installation step
2024-10-13 10:48:31 -07:00
Serhii Snitsaruk 6f318b83b8
GHA: Fix Vulkan SDK installation step 2024-10-13 18:25:54 +02:00
Serhii Snitsaruk 7a1b56f9c8
GHA: Switch workflows to Godot 4.3 branch 2024-10-13 17:06:25 +02:00
Alexander Montag 2b86928737
Add tooltip to explain case sensitivity behavior 2024-10-13 07:02:59 +00:00
Alexander Montag 8c557f87f7
Address 2. review for TreeSearch
Remove redundant comment

Prune tab_search_context

Fix restore tab on `_tab_closed`

Add break statement

Pass callable by reference in _draw_highlight_item

Refactor _initialize_controls into constructor

Remove redundant if (!line_edit_search)-check
2024-10-13 07:31:35 +02:00
Alexander Montag 6776319472
Implement Tree Search Functionality with Highlighting and Filtering
This commit introduces a comprehensive Tree Search feature, including:
- Tree highlighting: Highlights items that match the search query.
- Tree filtering: Filters items so only matches and descendants are
  shown.
- Counting descendants: Shows the number of matching items within collapsed branches.
- Jump to next match: on enter.
- (Limbo-)Shortcut: Default CTRL-F.
- Menu entry: Misc->Search Tree.
- Remember separate SearchInfo for each tab.

Key implementation details:
- Optimized performance for large trees
- Implemented recursive filtering for efficiency
- Added UI elements including next/previous match buttons

Development History:
- Initial implementation of highlighting and filtering
- Multiple rounds of performance optimization
- Bug fixes and refactoring for correctness
- UI enhancements and polish
- Code cleanup and style improvements
2024-10-06 06:57:11 +02:00
Serhii Snitsaruk 760af804c0
Merge pull request #230 from limbonaut/fix-docs
Fix and update docs
2024-09-30 12:36:57 +02:00
Serhii Snitsaruk c49e5142a5
Fix and update docs 2024-09-30 11:17:01 +02:00
Serhii Snitsaruk 60a767032e
Merge pull request #226 from limbonaut/fix-hsm-exit-crash
Fix invalid access errors on exit in LimboHSM
2024-09-26 16:54:31 +02:00
Serhii Snitsaruk 60142b191d
Fix invalid access crash on exit in LimboHSM
Since #131, `LimboState::_exit()` became a source of potential crashes
if object references are used without a validity check. It's too easy
to miss this, which can lead to game crashing during runtime.

This fix reverts #131 change and proposes alternative approach of
re-activating root HSM upon tree entering if it was previously active.
Note that it's not an ideal solution, as some state will be lost upon
re-parenting: HSM exits and then re-activates and enters its initial state.
2024-09-22 13:57:15 +02:00
Serhii Snitsaruk 134bb3214a
Merge pull request #225 from ydeltastar/remember-last-session
Remember loaded `BehaviorTree`s of last session
2024-09-22 13:32:56 +02:00
yds db7c990f51 Remember loaded BehaviorTrees of last session 2024-09-21 16:23:13 -03:00
Serhii Snitsaruk 08884e6180
Merge pull request #219 from monxa/fix-miscmenu-layout-duplicates
Fix duplicate entries in Misc->Layout
2024-09-17 14:42:01 +02:00
Alexander Montag c2130a7b2f Fix duplicate entries in Misc->layout
Fixes #218
2024-09-17 02:16:47 +02:00
Serhii Snitsaruk 5ddc43fe94
Merge pull request #215 from limbonaut/prefetch-with-base-plan
Prefetch nodes set directly in the BehaviorTree's BlackboardPlan
2024-09-15 17:06:55 +02:00
Serhii Snitsaruk 601aed3684
Merge pull request #216 from limbonaut/gha-debug-builds
GHA: Add an option to create GDExtension debug builds
2024-09-15 16:23:08 +02:00
Serhii Snitsaruk 0e4c06f3b8
Update class docs 2024-09-15 15:47:22 +02:00
Serhii Snitsaruk ac2d734122
Use different prefetch root for the base plan in BTPlayer and BTState 2024-09-15 15:47:11 +02:00
Serhii Snitsaruk 1ca1154cd0
Merge pull request #214 from limbonaut/fix-warnings
Fix loop variables used as copy
2024-09-15 14:36:36 +02:00
Serhii Snitsaruk a8a0f24492
BlackboardPlan: Allow passing different prefetch root for the base plan 2024-09-15 14:16:54 +02:00
Serhii Snitsaruk 50e9e570dd
Fix loop variables used as copy 2024-09-15 13:32:58 +02:00
Serhii Snitsaruk d72c2e0648
Merge pull request #213 from limbonaut/fix-setagentprop-name
Fix `BTSetAgentProperty` name generation
2024-09-14 20:23:58 +02:00
Serhii Snitsaruk da2bc5e3bb
Fix `BTSetAgentProperty` name generation 2024-09-14 19:56:31 +02:00
Serhii Snitsaruk c4481d8bed
Merge pull request #212 from limbonaut/fix-bbnode-getvalue-crash
Fix `BBNode::get_value()` crash with a freed object using GDExtension
2024-09-14 19:49:29 +02:00
Serhii Snitsaruk 689c8fab6f
Fix `BBNode::get_value()` crash with a freed object in GDExtension
It may be a bug in GDExtension. I optimized the code, and, as a workaround, removed casting to Object* from Variant. This fixed the issue. The same code worked well using module.
2024-09-14 19:30:28 +02:00
Serhii Snitsaruk fd0eb34b4e
Merge pull request #211 from limbonaut/fix-bt-for-each
Fix `BTForEach` crash if elements are removed from the array during iteration
2024-09-14 17:00:10 +02:00
Serhii Snitsaruk bfcc2f8e1b
Merge pull request #210 from ydeltastar/multi-select
Implement task multiple selection and drag and drop
2024-09-14 16:54:07 +02:00
Serhii Snitsaruk b8c9db0d44
Fix BTForEach crash if elements are removed from the array during iteration 2024-09-14 16:42:30 +02:00
yds 4df6647a75 Improve multiple drag and drop 2024-09-14 11:22:52 -03:00
Serhii Snitsaruk d78adabf7c
Bump version to 1.3-dev 2024-09-13 14:13:00 +02:00
yds 1742018696 Preserve selection after drop 2024-09-13 09:04:18 -03:00
yds a460c7898b Add drag preview 2024-09-13 09:04:18 -03:00
yds 8ee3688da2 Implement task multiple selection and drag and drop 2024-09-13 09:04:18 -03:00
Serhii Snitsaruk 9032ca0c7b
GHA: Add an option to create GDExtension debug builds 2024-09-09 13:53:42 +02:00
Serhii Snitsaruk 1cb85807dd
Fix mem leaks in the demo 2024-09-09 10:22:32 +02:00
Serhii Snitsaruk 78396708d4
Bump version to 1.2.1 2024-09-05 13:52:42 +02:00
Serhii Snitsaruk 6c86ce566c
Merge pull request #206 from limbonaut/gdextension-print-workaround
Override _to_string() to give useful info about objects in GDExtension
2024-09-05 13:48:57 +02:00
Serhii Snitsaruk 16a3bb0273
Override _to_string() to print useful info about objects in GDExtension 2024-09-05 13:39:47 +02:00
Serhii Snitsaruk ac209e7fc3
Update .gitignore 2024-09-05 11:37:18 +02:00
Serhii Snitsaruk 49b3a0ad6f
Merge pull request #205 from monxa/fix-editor-setting-gdextension
Generalize EDITOR_DEF macro to fix potential editor setting issues
2024-09-03 17:18:46 +02:00
Alexander Montag ad11f401b1 Generalize EDITOR_DEF macro to fix potential editor setting issues
This commit provides a generalized solution to ensure editor settings are
properly initialized and available in both module and GDExtension versions.
While #204 fixed the specific issue with 'limbo_ai/editor/layout', this change
aims to prevent similar problems for all editor settings.

In particular, `limbo_ai/editor/prefer_online_documentation` was also not
available.

Changes:
- Updated EDITOR_DEF macro to handle both module and GDExtension cases
- Remove special case for `limbo_ai/editor/layout` in
  LimboAiEditorPlugin from earlier fix.
2024-09-03 16:37:54 +02:00
Serhii Snitsaruk d972b2e7ff
Merge pull request #204 from monxa/fix-editor-setting-gdextension
Fix editor setting initialization for GDExtensions
2024-09-03 02:23:28 +02:00
Alexander Montag a5517313d2 Fix editor setting initialization for GDExtensions
This commit addresses an issue where editor settings were not properly
initialized when using GDExtensions. The problem manifested as an error
message: "Condition '!props.has(pinfo.name)' is true" when trying to
access the "limbo_ai/editor/layout" setting.

Changes:
- Replace Dictionary with PropertyInfo for adding property information
- Add a safeguard to ensure the setting is explicitly set if not present
2024-09-02 10:27:22 +02:00
Serhii Snitsaruk f694980c6d
Merge pull request #202 from limbonaut/fix-custom-scene-root
Fix custom scene root is not used in BTPlayer and BTState
2024-08-31 20:00:47 +02:00
Serhii Snitsaruk b981d430f1
Fix custom scene root is not used in BTPlayer and BTState 2024-08-31 19:37:44 +02:00
Serhii Snitsaruk c0bc484f0c
README: Link to stable documentation instead of latest 2024-08-25 15:24:13 +02:00
Serhii Snitsaruk af68b1eebc
Update README.md 2024-08-22 17:28:02 +02:00
Serhii Snitsaruk f83cf659e8
GHA: Fix error building .NET assemblies for Windows 2024-08-22 14:23:20 +02:00
Serhii Snitsaruk bd0dcb3184
GHA: Add action to build .NET assemblies 2024-08-22 13:07:16 +02:00
Serhii Snitsaruk 338c9c8ccb
Bump version to 1.2.0 2024-08-22 00:50:16 +02:00
Serhii Snitsaruk a92fb9da8e
Merge pull request #201 from limbonaut/fix-undo-redo
Fix editor undo polluting scene history if `BehaviorTree` is not saved to a file
2024-08-21 20:57:51 +02:00
Serhii Snitsaruk 9da16a1e0f
Clean up unused string names 2024-08-21 20:04:35 +02:00
Serhii Snitsaruk 472f360cf9
Switch to contextual behavior tree upon undo action 2024-08-21 17:30:30 +02:00
Serhii Snitsaruk c94ec7613d
Add hack to associate undo-redo actions with global history 2024-08-21 16:40:02 +02:00
Serhii Snitsaruk 9ae61e0556
Merge pull request #200 from limbonaut/dotnet-templates
GHA: Build additional .NET templates - Android & iOS
2024-08-21 01:39:03 +02:00
Serhii Snitsaruk 9c8d782fb2
GHA: Build Android .NET templates 2024-08-20 22:13:07 +02:00
Serhii Snitsaruk d709389c87
GHA: Build iOS .NET templates 2024-08-20 17:34:10 +02:00
Serhii Snitsaruk f550ddd23f
Better error message when failed to read editor setting 2024-08-18 12:41:16 +02:00
Serhii Snitsaruk f232069dc4
Merge pull request #199 from limbonaut/gha-fix-dotnet-template-version
GHA: .NET build workflow fixes
2024-08-17 14:21:53 +02:00
Serhii Snitsaruk 6fabad213e
GHA: Fix nuget versions in linux and macos builds 2024-08-16 23:27:58 +02:00
Serhii Snitsaruk cc3d650d23
Fix .NET incorrect template version in version.txt 2024-08-16 20:20:22 +02:00
Serhii Snitsaruk 3a4caeb298
Merge pull request #198 from limbonaut/fix-btstate-overwriting-bb-vars
Don't overwrite exisiting blackboard variables in `BTState` upon initialization
2024-08-16 11:32:00 +02:00
Serhii Snitsaruk ee404c828a
Doc: Update using-blackboard.rst 2024-08-16 10:53:59 +02:00
Serhii Snitsaruk 43035839b1
Don't warn of mismatch between Object & NodePath 2024-08-16 00:44:37 +02:00
Serhii Snitsaruk cfacd57f15
Warn about type mismatch when populating blackboard 2024-08-15 23:41:39 +02:00
Serhii Snitsaruk 000f9c15d8
Fix BTState overwriting blackboard variables on init 2024-08-15 23:41:36 +02:00
Serhii Snitsaruk d7438b8a8d
Bump version to 1.2-rc 2024-08-15 16:30:42 +02:00
Serhii Snitsaruk b59db1eee8
Merge pull request #197 from limbonaut/gha-nuget-version
GHA: Preserve nuget version for C# builds
2024-08-15 16:12:53 +02:00
Serhii Snitsaruk 26cf0bb6b4
GHA: Preserve nuget version for C# builds 2024-08-15 16:11:00 +02:00
Serhii Snitsaruk 635ada23dd
Merge pull request #195 from limbonaut/fix-mapping-bug
BlackboardPlan: Fix mapping failing for NodePath variables with prefetch enabled
2024-08-14 21:15:33 +02:00
Serhii Snitsaruk e12beee51e
Fix mapping failing for NodePath variables with prefetch enabled 2024-08-14 20:34:56 +02:00
Serhii Snitsaruk 1f6cc8e55c
GHA: Change test build configuration 2024-08-11 12:56:45 +02:00
Serhii Snitsaruk f8ab80defa
Merge pull request #193 from limbonaut/fix-monitor-performance
Fix `monitor_performance` screwing C# exports
2024-08-11 12:43:28 +02:00
Serhii Snitsaruk 314fcfd741
Fix monitor_performance screwing C# exports 2024-08-11 12:37:37 +02:00
Serhii Snitsaruk 6ada9cef2f
Merge pull request #191 from ydeltastar/fix-tab-update
Fix renaming `BehaviorTree` files doesn't update tab names
2024-08-11 11:26:48 +02:00
yds 410efbe0d3 Fix tab names doesn't update when filesystem changes 2024-08-10 11:29:22 -03:00
Serhii Snitsaruk 85d5af180b
Clarify add_event_handler in docs 2024-08-10 15:01:43 +02:00
Serhii Snitsaruk b4eec2c364
Fix event handler signature example in docs 2024-08-10 14:58:20 +02:00
Serhii Snitsaruk 02af29f2fa
Merge pull request #190 from limbonaut/dev-setup
Improved dev setup for GDExtension
2024-08-10 11:06:43 +02:00
Serhii Snitsaruk 3a40de482f
Fix icon *.import files on scons build
Enables editor scaling and color conversion in LimboAI icon imports.
This won't work until icons are actually imported in the godot editor, but that's okay - it's a convenience feature.
2024-08-10 10:32:35 +02:00
Serhii Snitsaruk 1e1fb5adaf
Clone godot-cpp if not found during scons build 2024-08-09 14:21:40 +02:00
Serhii Snitsaruk 80e3ff705d
Remove setup_gdextension.sh & update README 2024-08-09 13:13:26 +02:00
Serhii Snitsaruk 10b90b70fe
GHA: Don't use setup_gdextension.sh (no longer needed) 2024-08-08 22:55:51 +02:00
Serhii Snitsaruk 7708a11840
Deploy icons on scons build (optionally) 2024-08-08 22:00:16 +02:00
Serhii Snitsaruk 98accb1aa8
Automatically deploy limboai.gdextension on build 2024-08-08 14:41:25 +02:00
Serhii Snitsaruk bf33917cfd
Add help and verification for --project option in SConstruct 2024-08-08 13:27:36 +02:00
Serhii Snitsaruk 304bd86220
Write icon entries to manifest only if changed 2024-08-07 17:47:50 +02:00
Serhii Snitsaruk 629062ea26
Update icon entries during scons build 2024-08-07 17:29:08 +02:00
Serhii Snitsaruk 2528741333
Rename update_icons.py to update_icon_entries.py 2024-08-07 17:11:51 +02:00
Serhii Snitsaruk d5becadd59
Add script to fix icon imports in the demo project 2024-08-07 17:04:49 +02:00
Serhii Snitsaruk 7b0d0aa779
GHA: Update GDExtension workflow for new structure 2024-08-07 15:26:40 +02:00
Serhii Snitsaruk 650e381659
update setup_gdextension.sh to work with new GDExtension project structure 2024-08-07 15:15:59 +02:00
Serhii Snitsaruk 6134d5130c
update SConstruct to be used from repo root and add --project option 2024-08-07 15:01:50 +02:00
Serhii Snitsaruk 32d74427e5
chore: move SConstruct to repo root 2024-08-07 14:52:05 +02:00
Serhii Snitsaruk f14a19b947
Merge pull request #189 from ydeltastar/filter-fix
Make player filter in the debugger case-insensitive
2024-08-07 10:11:19 +02:00
yds 1b04a8589f Make player filter in the debugger case-insensitive 2024-08-06 16:34:06 -03:00
Serhii Snitsaruk abb2af7d27
Merge pull request #188 from limbonaut/fix-csharp-export-errors
Fix C# exports print errors due to missing ClassDB binding
2024-08-06 19:57:07 +02:00
Serhii Snitsaruk 84becbe914
Fix C# exports print errors due to missing ClassDB binding 2024-08-06 18:17:55 +02:00
Serhii Snitsaruk 549a595b42
Doc: Fix codeblock broken sphinx 2024-08-05 17:27:43 +02:00
Serhii Snitsaruk a56272a248
Doc: Clarify `LimboState.add_event_handler()` 2024-08-05 17:09:55 +02:00
Serhii Snitsaruk 63de416066
Merge pull request #186 from limbonaut/double-click-to-edit-script
Edit task script on double-click (open help for core task)
2024-08-05 16:54:40 +02:00
Serhii Snitsaruk c19fd54927
Edit task script on double-click (open help for core task) 2024-08-05 16:34:54 +02:00
Serhii Snitsaruk f8c6e83688
Merge pull request #185 from limbonaut/open-builtin-doc
Editor setting to prefer online docs, and open builtin docs by default
2024-08-05 16:29:12 +02:00
Serhii Snitsaruk 5a4893fc53
Editor setting to prefer online docs, and open builtin docs by default 2024-08-05 15:46:02 +02:00
Serhii Snitsaruk 14d8df0858
Merge pull request #184 from limbonaut/custom-scene-root
Allow supplying custom scene root for behavior tree instantiation
2024-08-05 15:18:21 +02:00
Serhii Snitsaruk 868baa470a
Fix documentation errors 2024-08-05 13:34:13 +02:00
Serhii Snitsaruk 319c5787be
Add BTState::set_scene_root_hint() 2024-08-05 13:21:57 +02:00
Serhii Snitsaruk 1e9b321283
Allow setting custom scene root for behavior trees
- Adds new argument to `BehaviorTree.instantiate()`
- Adds `BTPlayer.set_scene_root_hint()` method
2024-08-05 13:03:50 +02:00
Serhii Snitsaruk 8b2770116d
Merge pull request #183 from limbonaut/btplayer-allow-changing-instance
BTPlayer: Allow switching BT instance at runtime
2024-08-04 13:16:48 +02:00
Serhii Snitsaruk 40863313dd
Check if blackboard is null in `BehaviorTree.instantiate()` 2024-08-04 12:41:25 +02:00
Serhii Snitsaruk ee12a56e96
BTPlayer: Allow changing BT instance at runtime 2024-08-04 12:36:44 +02:00
Serhii Snitsaruk 0f82fa3d64
Merge pull request #182 from limbonaut/btstate-monitor-performance
Allow monitoring BT performance in `BTState`
2024-08-04 11:39:02 +02:00
Serhii Snitsaruk df11afaf44
Allow monitoring BT performance in BTState 2024-08-04 10:37:41 +02:00
Serhii Snitsaruk d2ba904243
Merge pull request #181 from limbonaut/bt-instance
Implement `BTInstance` - runtime instance of `BehaviorTree`
2024-08-04 10:15:08 +02:00
Serhii Snitsaruk 63ef3e0555
BTPlayer: Fix `updated` signal and deprecate `behavior_tree_finished` signal 2024-08-03 16:11:47 +02:00
Serhii Snitsaruk 869b6465b9
Unregister BT instance with debugger if BTPlayer is removed from tree 2024-08-03 14:57:57 +02:00
Serhii Snitsaruk 91edd1c0b5
Documentation fixes 2024-08-03 14:39:27 +02:00
Serhii Snitsaruk 6b4c97e545
Fix BehaviorTree.instantiate() method binding 2024-08-03 14:29:24 +02:00
Serhii Snitsaruk 5f5b62a4ea
Fix BTState setup 2024-08-03 14:17:26 +02:00
Serhii Snitsaruk 68a9492f3d
Fix uninitialized integers 2024-08-03 13:48:15 +02:00
Serhii Snitsaruk 9abfe4ce95
Update class docs 2024-08-03 13:14:31 +02:00
Serhii Snitsaruk 6c794d6a7e
Refactor BTInstance.update() 2024-08-03 11:56:32 +02:00
Serhii Snitsaruk 47ad95b265
Fix demo API calls 2024-08-03 11:40:56 +02:00
Serhii Snitsaruk c4c9b5fe09
Utilize BTInstance in BTState 2024-08-03 11:39:23 +02:00
Serhii Snitsaruk fc26f51ff2
Implement BTInstance - runtime instance of BehaviorTree 2024-08-03 11:07:06 +02:00
Serhii Snitsaruk a2a62f636b
Merge pull request #180 from limbonaut/fix-changed-already-connected
Fix error if `changed` signal is already connected in several tasks
2024-08-02 14:43:21 +02:00
Serhii Snitsaruk ce1867be7a
Fix error if `changed` signal is already connected to a BBParam in a bunch of tasks 2024-08-02 10:07:42 +02:00
Serhii Snitsaruk 09185211ff
Merge pull request #177 from limbonaut/hide-update-mode
Hide `update_mode` property for non-root HSMs
2024-07-31 15:26:45 +02:00
Serhii Snitsaruk 9e79183579
Update demo import 2024-07-31 14:50:56 +02:00
Serhii Snitsaruk bed04dbf87
Hide update_mode for non-root HSMs 2024-07-31 14:50:04 +02:00
Serhii Snitsaruk 64df43c7c9
Merge pull request #176 from limbonaut/hsm-input-fix
LimboHSM: Fix process_input is not enabled in active substate
2024-07-31 13:40:50 +02:00
Serhii Snitsaruk d7daa027ee
Merge pull request #174 from limbonaut/gha-arm-builds
GHA: Add Linux & Windows ARM64 builds
2024-07-31 13:28:55 +02:00
Serhii Snitsaruk abe9a26460
GHA: Add Linux ARM32 template builds 2024-07-31 12:45:12 +02:00
Serhii Snitsaruk 2c58cfc3cb
GHA: Don't strip binaries, done at build time 2024-07-31 12:45:02 +02:00
Serhii Snitsaruk a1d6276097
Fix process_input is not enabled in active substate 2024-07-31 12:15:15 +02:00
Serhii Snitsaruk afc2b63f06
GHA: Disable Editor .NET ARM64 2024-07-31 10:43:56 +02:00
Serhii Snitsaruk af27aca021
GHA: Fix strip failing in Linux ARM64 builds 2024-07-30 16:19:02 +02:00
Serhii Snitsaruk dad5082e7e
GHA: Add Linux ARM toolchain 2024-07-30 15:27:58 +02:00
Serhii Snitsaruk 6aa4e63929
Merge pull request #173 from limbonaut/gha-fix-ios-builds
GHA: Fix iOS builds
2024-07-30 15:24:04 +02:00
Serhii Snitsaruk 8568572092
GHA: Add Windows ARM64 builds 2024-07-30 14:20:46 +02:00
Serhii Snitsaruk 3cce7aa0a6
GHA: Add arm64 Linux builds 2024-07-30 14:16:01 +02:00
Serhii Snitsaruk f1dba8f061
GHA: Disable treating warnings as errors for iOS builds 2024-07-30 13:49:59 +02:00
Serhii Snitsaruk 17eb029497
Merge pull request #172 from limbonaut/fix-btplayer-restart-crash
Fix BTPlayer.restart() crash
2024-07-30 13:46:51 +02:00
Serhii Snitsaruk 456687c857
Fix BTPlayer.restart() crash 2024-07-30 12:42:22 +02:00
Serhii Snitsaruk 186ee3c6a7
Update README 2024-07-30 12:02:02 +02:00
Serhii Snitsaruk 0e059c8a52
Merge pull request #164 from limbonaut/hsm-improvements
HSM improvements
2024-07-21 15:19:03 +02:00
Serhii Snitsaruk 17ccd50806
Add tests for change_active_state() 2024-07-21 14:07:56 +02:00
Serhii Snitsaruk b478c8eb2c
Add tests for has_transition() and remove_transition() 2024-07-21 14:02:27 +02:00
Serhii Snitsaruk cf99a27692
Refactor LimboHSM 2024-07-21 13:45:36 +02:00
Serhii Snitsaruk f7eb374c1e
Add `LimboHSM.has_transition(from, event)` 2024-07-21 13:35:16 +02:00
Serhii Snitsaruk a7881a0eea
Rework HSM transitions bookkeeping
Fixes a potential rare hash collision situation, and allows additional
attributes to be stored with the transition data in future.
2024-07-21 13:28:59 +02:00
Serhii Snitsaruk 0934e4e672
Expose `LimboHSM.change_active_state()` 2024-07-20 18:15:21 +02:00
Serhii Snitsaruk ddbfa132a5
Update docs 2024-07-20 17:25:24 +02:00
Serhii Snitsaruk 7c57c7dd62
Add LimboHSM.remove_transition 2024-07-20 17:23:13 +02:00
Serhii Snitsaruk 3565d6dc43
Merge pull request #162 from ydeltastar/fix-btplayer-error
Fix error when opening scene with a `BTPlayer`
2024-07-18 05:22:33 +02:00
Serhii Snitsaruk 18ee21554e
Merge pull request #161 from ydeltastar/fix-new-script-path
Fix new task script path don't update after changing the setting
2024-07-17 20:17:00 +02:00
yds 7073db7bfa Fix error when loading scene with a `BTPlayer` 2024-07-17 13:25:58 -03:00
yds 3e5e34f5f8 Fix new task script path don't update after changing the setting 2024-07-10 13:23:48 -03:00
Serhii Snitsaruk 0f9c566a63
Merge pull request #159 from limbonaut/improve-tooltips
Improve documentation tooltips
2024-07-07 13:44:26 +02:00
Serhii Snitsaruk 86d31f5f00
Update demo documentation comments 2024-07-07 13:22:02 +02:00
Serhii Snitsaruk 5f40d38f8d
Add a hack to force documentation parsing on user scripts
As things currently stand in Godot Engine, documentation comments are
not loaded from user scripts into help system when the project is
started. This leads to empty tooltips for user tasks in LimboAI, unless
such a script is resaved.

This hack forces script documentation to be added to help system,
when the editor needs it to show a tooltip.
2024-07-07 12:13:07 +02:00
Serhii Snitsaruk 800bc8f16d
Tooltip improvements
- Fix tooltip not shown for scripted tasks in TaskPalette
- Allow following links in the tooltip text
- If help data cannot be found, an empty tooltip is shown instead
2024-07-06 16:46:55 +02:00
Serhii Snitsaruk 40acd04eb9
Fix tooltip popup too small 2024-07-06 12:33:08 +02:00
Serhii Snitsaruk f1af947060
Defer banner actions to not crash upon restart 2024-07-06 12:13:58 +02:00
Serhii Snitsaruk 5f5e4a28cc
Merge pull request #158 from limbonaut/fix-bbplan-arrays
Fix BlackboardPlan arrays shouldn't be shared between instanced agents
2024-07-06 11:12:11 +02:00
Serhii Snitsaruk 254a9ca943
Merge pull request #157 from limbonaut/task-palette-placement
Improved layout for wide displays (optional)
2024-07-06 10:08:01 +02:00
Serhii Snitsaruk 3ceedbebad
Fix BlackboardPlan arrays shouldn't be shared between instanced agents
Variable values are deep copied now using Variant.duplicate(true). Note that currently it doesn't duplicate objects.
2024-07-06 10:04:36 +02:00
Serhii Snitsaruk bc99965205
Fix compilation with GDExtension 2024-07-06 09:46:22 +02:00
Serhii Snitsaruk cfa1f70d79
Update banners upon editor settings changed 2024-07-06 09:38:33 +02:00
Serhii Snitsaruk 7c0d49bafa
Reparent banners if using new layout 2024-07-06 09:29:09 +02:00
Serhii Snitsaruk da9d80d110
Add Misc->Layout options 2024-07-06 09:18:50 +02:00
Serhii Snitsaruk 4787413cb6
Add header to the sidebar 2024-07-05 20:49:16 +02:00
Serhii Snitsaruk 2813728785
Fix connected signal error when loading BT for the second time 2024-07-05 20:32:53 +02:00
Serhii Snitsaruk 2973590533
Flip split offset setting if editor layout changed 2024-07-05 17:53:35 +02:00
Serhii Snitsaruk b74f664da6
Fix compilation issue with GDExtension 2024-07-05 17:24:32 +02:00
Serhii Snitsaruk 7baa395d3f
Rename to editor_layout 2024-07-05 17:02:29 +02:00
Serhii Snitsaruk b305041f28
Bump demo version 2024-07-04 21:25:00 +02:00
Serhii Snitsaruk 7d6cc1a828
Editor: Adjust layout to work better with task palette on the left 2024-07-04 21:16:35 +02:00
Serhii Snitsaruk 4d0d2c0507
Merge pull request #155 from dpalais/auto_translate_deprecated
Replace deprecated set_auto_translate call with set_auto_translate_mode
2024-07-02 20:25:11 +02:00
Dave Palais 4cba3b39db Replace deprecated set_auto_translate call with set_auto_translate_mode 2024-07-02 12:50:56 -05:00
Serhii Snitsaruk 872f7a4532
Editor: Add setting for task palette placement 2024-07-02 11:55:22 +02:00
Serhii Snitsaruk 6432dae35d
Merge pull request #154 from limbonaut/gha-improvements
GHA improvements
2024-07-01 19:11:02 +02:00
Serhii Snitsaruk ed19d787f6
GHA: Install Wayland deps for Linux builds 2024-07-01 15:02:07 +02:00
Serhii Snitsaruk e3305782f2
GHA: Build nothreads variant of web templates 2024-07-01 13:32:02 +02:00
Serhii Snitsaruk d98be526b6
Merge pull request #151 from limbonaut/gdext-gen-doc-header
Generate built-in documentation header in GDExtension variant
2024-06-30 15:56:49 +02:00
Serhii Snitsaruk ae3b4ebb94
Generate built-in documentation header in GDExtension 2024-06-30 15:40:18 +02:00
Serhii Snitsaruk 2f62b53b6a
Merge pull request #150 from limbonaut/fix-gdext-crash
Fix: GDExtension load fails due to `Expression` used without `Ref<>`
2024-06-30 14:47:39 +02:00
Serhii Snitsaruk 8dfbd70718
Fix: GDExtension load fails due to Expression used w/o Ref 2024-06-30 14:29:40 +02:00
Serhii Snitsaruk 4d4f0d7886
Merge pull request #149 from limbonaut/gdext-virt-calls
Register and call virtual methods on scripts in GDExtension
2024-06-30 13:07:41 +02:00
Serhii Snitsaruk cd0bc8e796
Register and call virtual methods on scripts in GDExtension 2024-06-30 12:34:06 +02:00
Serhii Snitsaruk 5e89a82743
Merge pull request #64 from Rubonnek/updates-for-4.3
Add support for Godot 4.3
2024-06-29 23:17:05 +02:00
Wilson E. Alvarez d2ca303c5e
Fix List<T> access
Due to upstream change:

	955d5affa8
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez fe597a5a46
Fix GCC warning for unhandled 'PACKED_VECTOR4_ARRAY' in switch
Due to upstream change:

	f9b488508c
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez d20d28be78
Update EditorPlugin header location
Due to upstream change:

	1bcbbe96c4
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez 2f1fd6fb62
Update EditorHelpBit calls
Due to upstream change:

	a714cb9f65
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez 022d95434d
Add missing MarginContainer header
Due to upstream change:

	7884d63281
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez ce28ed92d2
Fix bottom panel visbility calls
Due to upstream change:

	eb6ca91ba6
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez 8f294ac5ea
Migrate to Tree::set_custom_draw_callback
Due to upstream change:

	a32a2eaedc
2024-06-29 14:52:05 -04:00
Wilson E. Alvarez 9410031d45
Fix upstream EditorScale header locations
Due to upstream change:

	4b55c81eba
2024-06-29 14:52:05 -04:00
Serhii Snitsaruk 61b2db5a07
Bump version to 1.2-dev 2024-06-29 16:53:30 +02:00
Serhii Snitsaruk 15464e288c
GH: Add issue templates 2024-06-29 13:35:01 +02:00
Serhii Snitsaruk 4467ebbbd9
Update README.md 2024-06-24 21:34:35 +02:00
Serhii Snitsaruk a2dedabd77
Fix potential rare var name conflict in BTCooldown 2024-06-23 12:14:15 +02:00
Serhii Snitsaruk 2356e6c967
Merge pull request #147 from limbonaut/gha-gdext-android
GHA: Build Android platform libs in GDExtension workflow
2024-06-21 11:38:31 +02:00
Serhii Snitsaruk b712fe25dc
GHA: Don't strip arm Android libs 2024-06-21 10:34:36 +02:00
Serhii Snitsaruk 5bdec804b3
Add 32-bit Android libs to GDExtension manifest 2024-06-21 10:31:30 +02:00
Serhii Snitsaruk 2784937ca8
GHA: Build Android libs for arm32 & x86_32 2024-06-21 10:18:15 +02:00
Serhii Snitsaruk d383e9d1a4
GHA: Don't build web and android libs in test builds 2024-06-20 19:55:23 +02:00
Serhii Snitsaruk 4f1b22c668
GHA: Add GDExtension Android libs to build workflow 2024-06-20 19:54:29 +02:00
438 changed files with 6916 additions and 3278 deletions

64
.github/ISSUE_TEMPLATE/bug_report.yml vendored Normal file
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@ -0,0 +1,64 @@
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

14
.github/ISSUE_TEMPLATE/config.yml vendored Normal file
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@ -0,0 +1,14 @@
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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@ -0,0 +1,38 @@
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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@ -0,0 +1,33 @@
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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@ -15,7 +15,7 @@ runs:
echo "GDEXTENSION_VERSION=${GDEXTENSION_VERSION}" >> "$GITHUB_ENV"
cd ../limboai
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

View File

@ -15,6 +15,11 @@ runs:
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}" >> "$GITHUB_ENV"
@ -22,6 +27,12 @@ runs:
elif [[ "${{ 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

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@ -5,7 +5,7 @@ on:
godot-ref:
description: A tag, branch or commit hash in the Godot repository.
type: string
default: 4.2
default: master
limboai-ref:
description: A tag, branch or commit hash in the LimboAI repository.
type: string
@ -13,7 +13,7 @@ on:
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: 4.2
default: master
jobs:
cache-sha:

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@ -37,40 +37,104 @@ jobs:
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}} #${{ matrix.build-mono == true && '.mono' || '' }}
BIN: godot.linuxbsd.${{matrix.target}}.${{matrix.arch}}${{ matrix.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
@ -101,33 +165,43 @@ jobs:
python --version
scons --version
- 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}}
# ! 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}} ${{env.SCONSFLAGS}}
scons platform=android target=${{matrix.target}} arch=${{matrix.arch}} module_mono_enabled=${{matrix.dotnet}} ${{env.SCONSFLAGS}}
ls platform/android/java/lib/libs/*
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tmp-android-templates-${{strategy.job-index}}
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"
name: Make Android package
needs: android-builds
name: ${{ matrix.name }}
strategy:
fail-fast: false
matrix:
include:
- name: Package Android templates
dotnet: false
- name: Package Android .NET templates
dotnet: true
steps:
- name: Clone Godot
@ -148,7 +222,7 @@ jobs:
- name: Download Android template builds
uses: actions/download-artifact@v4
with:
pattern: tmp-android-templates-*
pattern: tmp-android${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
merge-multiple: true
path: platform/android/java/lib/libs/
@ -180,24 +254,24 @@ jobs:
mkdir -p out/templates/
mv bin/android_* out/templates/
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}" > out/templates/version.txt
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -l out/*
- name: Delete Android template builds
uses: geekyeggo/delete-artifact@v5
with:
name: tmp-android-templates-*
name: tmp-android${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
useGlob: true
failOnError: false
- name: Upload Android libs
uses: actions/upload-artifact@v4
with:
name: ${{env.NAME_PREFIX}}.android-lib
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}}.export-templates.android
name: ${{env.NAME_PREFIX}}${{matrix.dotnet == true && '.dotnet' || ''}}.export-templates.android
path: out/*

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@ -5,13 +5,17 @@ on:
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: 4.2
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: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
debug-symbols:
description: Build with debug symbols
type: boolean
default: false
@ -20,23 +24,28 @@ on:
godot-cpp-ref:
description: A tag, branch or commit hash in the godot-cpp repository.
type: string
default: 4.2
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: Should we perform only a limited number of test builds?
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: dev_build=no debug_symbols=no
SCONSFLAGS: use_mingw=yes dev_build=no
EM_VERSION: 3.1.45
EM_CACHE_FOLDER: "emsdk-cache"
GODOT_VERSION: 4.2-stable
GODOT_VERSION: 4.4-beta3
GODOT_REPO: godotengine/godot-builds
jobs:
gdextension:
@ -95,14 +104,100 @@ jobs:
platform: web
target: template_release
arch: wasm32
should-build: true
should-build: ${{ !inputs.test-build }}
- name: 🌐 Web (wasm32, debug)
runner: ubuntu-20.04
platform: web
target: template_debug
target: editor
arch: wasm32
should-build: true
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: ${{ !inputs.test-build }}
exclude:
- { opts: { should-build: false } }
@ -111,6 +206,12 @@ jobs:
BIN: liblimboai.${{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:
@ -119,15 +220,8 @@ jobs:
path: godot-cpp
ref: ${{ inputs.godot-cpp-ref }}
- name: Clone LimboAI module
uses: actions/checkout@v4
with:
path: limboai
fetch-tags: true
ref: ${{ inputs.limboai-ref }}
# Inits GDEXTENSION_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
- uses: ./limboai/.github/actions/init-version-gdext
- uses: ./.github/actions/init-version-gdext
- name: Output NAME_PREFIX
id: output-name-prefix
@ -135,7 +229,7 @@ jobs:
- name: Setup Linux toolchain
if: matrix.opts.platform == 'linux'
uses: ./limboai/.github/actions/setup-linux-toolchain
uses: ./.github/actions/setup-linux-toolchain
with:
arch: ${{matrix.opts.arch}}
@ -166,70 +260,65 @@ jobs:
emcc -v
- name: Set up scons
if: matrix.opts.platform == 'windows' || matrix.opts.platform == 'macos' || matrix.opts.platform == 'web'
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.godot-cpp-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
key: ${{env.BIN}}-${{inputs.debug-symbols}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
restore-keys: |
${{env.BIN}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}-${{env.LIMBOAI_VERSION}}
${{env.BIN}}-${{inputs.godot-cpp-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.godot-cpp-ref}}
- name: Setup project structure for GDExtension
shell: bash
run: |
bash ./limboai/gdextension/setup_gdextension.sh --copy-all
echo "---"
ls -l
echo "---"
ls -l -R ./demo/
${{env.BIN}}-${{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}} ${{env.SCONSFLAGS}}
scons platform=${{matrix.opts.platform}} target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} ${{env.DEBUG_FLAGS}} ${{matrix.opts.scons-flags}} ${{env.SCONSFLAGS}}
- name: Prepare artifact
shell: bash
run: |
ls -R demo/addons/limboai/
mkdir out
mv demo/addons/ out/
cp limboai/{README,LICENSE,LOGO_LICENSE}.md out/addons/limboai/
cp -R limboai/demo/demo/ out/demo/
cp limboai/demo/LICENSE_ASSETS.md out/demo/
cp {README,LICENSE,LOGO_LICENSE}.md out/addons/limboai/
cp -R demo/demo/ out/demo/
cp demo/LICENSE_ASSETS.md out/demo/
rm -f out/addons/limboai/bin/*.{exp,lib,pdb}
echo "${LIMBOAI_VERSION}" > out/addons/limboai/version.txt
echo "---"
ls -R out/
- name: Strip lib
if: matrix.opts.platform != 'windows' && matrix.opts.platform != 'web'
run: |
ls -l -R out/addons/limboai/bin/
echo "---"
if [ "$RUNNER_OS" == "macOS" ]; then
strip -u out/addons/limboai/bin/liblimboai*/liblimboai*
else
strip out/addons/limboai/bin/liblimboai*
fi
echo "---"
ls -l -R out/addons/limboai/bin/
- name: Upload artifact
uses: actions/upload-artifact@v4
env:
@ -263,7 +352,7 @@ jobs:
echo "Downloading Godot ${GODOT_VERSION}"
mkdir bin
cd bin
wget "https://github.com/godotengine/godot/releases/download/${GODOT_VERSION}/Godot_v${GODOT_VERSION}_linux.x86_64.zip" -O godot.zip
wget "https://github.com/${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

View File

@ -25,7 +25,7 @@ on:
# Global Settings
env:
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra werror=yes
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
@ -42,21 +42,25 @@ jobs:
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 Lib (x86_64, release)
- name: Simulator (x86_64, release)
target: template_release
arch: x86_64
ios_simulator: true
dotnet: false
- name: Simulator Lib (x86_64, debug)
- 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.
@ -70,8 +74,32 @@ jobs:
# 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}}
BIN: godot.ios.${{matrix.target}}.${{matrix.arch}}${{ matrix.dotnet == true && '.mono' || '' }}
steps:
- name: Clone Godot
@ -108,35 +136,52 @@ jobs:
- name: Set up Vulkan SDK
run: |
sh misc/scripts/install_vulkan_sdk_macos.sh
# ! Note: Vulkan SDK changed packaging, so we need to inline these steps for the time being.
#sh misc/scripts/install_vulkan_sdk_macos.sh
- 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}}
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}} ${{env.SCONSFLAGS}}
scons platform=ios target=${{matrix.target}} arch=${{matrix.arch}} ios_simulator=${{matrix.ios_simulator}} module_mono_enabled=${{matrix.dotnet}} ${{env.SCONSFLAGS}}
- name: Upload artifact
uses: actions/upload-artifact@v4
with:
name: tmp-ios-templates-${{strategy.job-index}}
name: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-${{strategy.job-index}}
path: bin/*
package-ios-templates:
runs-on: "macos-latest"
name: Package iOS templates
name: ${{ matrix.name }}
needs: ios-builds
strategy:
fail-fast: false
matrix:
include:
- name: Package iOS templates
dotnet: false
- name: Package iOS .NET templates
dotnet: true
steps:
- name: Clone Godot
uses: actions/checkout@v4
@ -155,12 +200,19 @@ jobs:
- name: Set up Vulkan SDK
run: |
sh misc/scripts/install_vulkan_sdk_macos.sh
# ! Note: Vulkan SDK changed packaging, so we need to inline these steps for the time being.
#sh misc/scripts/install_vulkan_sdk_macos.sh
curl -L "https://sdk.lunarg.com/sdk/download/latest/mac/vulkan-sdk.zip" -o /tmp/vulkan-sdk.zip
unzip /tmp/vulkan-sdk.zip -d /tmp
/tmp/InstallVulkan.app/Contents/MacOS/InstallVulkan --accept-licenses --default-answer --confirm-command install
rm -Rf /tmp/InstallVulkan.app
rm -f /tmp/vulkan-sdk.zip
- name: Download templates artifact
uses: actions/download-artifact@v4
with:
pattern: tmp-ios-templates-*
pattern: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
merge-multiple: true
path: bin/
@ -170,9 +222,6 @@ jobs:
cp -r misc/dist/ios_xcode bin/
cd bin/
# --- Note: Doesn't look like libs need stripping ---
# strip *.a
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
@ -188,19 +237,19 @@ jobs:
cd ios_xcode
zip -q -9 -r ${{github.workspace}}/out/templates/ios.zip *
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}" > ${{github.workspace}}/out/templates/version.txt
echo "${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}}.export-templates.ios
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-templates-*
name: tmp-ios${{matrix.dotnet == true && '-dotnet' || ''}}-templates-*
useGlob: true
failOnError: false

View File

@ -11,7 +11,7 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
@ -26,7 +26,7 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
@ -45,6 +45,8 @@ jobs:
fail-fast: false
matrix:
opts:
# * Standard x86_64
- name: Editor (x86_64, release)
target: editor
arch: x86_64
@ -63,6 +65,8 @@ jobs:
dotnet: false
should-build: ${{ !inputs.test-build }}
# * Standard x86_32
# - name: Editor (x86_32, release)
# target: editor
# arch: x86_32
@ -81,11 +85,47 @@ jobs:
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: ${{ !inputs.test-build }}
should-build: true
- name: Template .NET (x86_64, release)
target: template_release
@ -99,6 +139,8 @@ jobs:
dotnet: true
should-build: ${{ !inputs.test-build }}
# * .NET x86_32
# - name: Editor .NET (x86_32, release)
# target: editor
# arch: x86_32
@ -117,6 +159,42 @@ jobs:
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 } }
@ -144,7 +222,12 @@ jobs:
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: ${{github.workspace}}/.scons_cache/
@ -161,25 +244,17 @@ jobs:
PATH=${GITHUB_WORKSPACE}/buildroot/bin:$PATH
scons platform=linuxbsd target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} module_mono_enabled=${{matrix.opts.dotnet}} ${{env.SCONSFLAGS}}
- name: Generate C# glue
- name: Build .NET assemblies
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
env:
GODOT_VERSION_STATUS: limboai
run: |
./bin/$BIN --headless --generate-mono-glue ./modules/mono/glue || true
- name: Build .NET solutions
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
env:
GODOT_VERSION_STATUS: limboai
run: |
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=linuxbsd
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: |
strip ./bin/godot.*
chmod +x ./bin/godot.*
mkdir -p ${{env.OUTDIR}}
mv bin/* ${{env.OUTDIR}}
@ -204,7 +279,7 @@ jobs:
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}" > out/templates/version.txt
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -R out/
- name: Upload artifact

View File

@ -11,7 +11,7 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
@ -26,7 +26,7 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
@ -165,9 +165,19 @@ jobs:
- name: Set up Vulkan SDK
run: |
sh misc/scripts/install_vulkan_sdk_macos.sh
# ! 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: ${{github.workspace}}/.scons_cache/
@ -183,23 +193,15 @@ jobs:
run: |
scons -j2 platform=macos target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} module_mono_enabled=${{matrix.opts.dotnet}} ${{env.SCONSFLAGS}}
- name: Generate C# glue
if: matrix.opts.dotnet && matrix.opts.target == 'editor' && matrix.opts.arch == 'x86_64'
env:
GODOT_VERSION_STATUS: limboai
run: |
./bin/$BIN --headless --generate-mono-glue ./modules/mono/glue || true
- name: Build .NET solutions
if: matrix.opts.dotnet && matrix.opts.target == 'editor' && matrix.opts.arch == 'x86_64'
env:
GODOT_VERSION_STATUS: limboai
run: |
./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=macos
- name: Build .NET assemblies
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
uses: ./modules/limboai/.github/actions/build-dotnet-assemblies
with:
platform: macos
bin: ${{env.BIN}}
- name: Prepare artifact
run: |
strip bin/godot.*
chmod +x bin/godot.*
- name: Upload artifact
@ -257,9 +259,6 @@ jobs:
run: |
ls bin/
lipo -create bin/godot.macos.editor.x86_64* bin/godot.macos.editor.arm64* -output bin/godot.macos.editor.universal
du -sh bin/
strip bin/godot.macos.editor.universal
du -sh bin/
mkdir -p out/editor/
cp -r misc/dist/macos_tools.app out/editor/${APP_NAME}
mkdir -p out/editor/${APP_NAME}/Contents/{MacOS,Resources}
@ -295,7 +294,6 @@ jobs:
ls bin/
lipo -create bin/godot.macos.template_release.x86_64* bin/godot.macos.template_release.arm64* -output bin/godot.macos.template_release.universal
lipo -create bin/godot.macos.template_debug.x86_64* bin/godot.macos.template_debug.arm64* -output bin/godot.macos.template_debug.universal
strip bin/godot.*.universal
cp -r misc/dist/macos_template.app macos_template.app
mkdir -p macos_template.app/Contents/MacOS
cp bin/godot.macos.template_debug.universal macos_template.app/Contents/MacOS/godot_macos_debug.universal
@ -304,7 +302,7 @@ jobs:
zip -q -9 -r macos.zip macos_template.app
mkdir -p out/templates/
mv macos.zip out/templates/macos.zip
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}" > out/templates/version.txt
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
rm -rf bin/*
ls out/templates/

View File

@ -26,8 +26,8 @@ concurrency:
# Global Settings.
env:
GODOT_REF: "4.2"
GODOT_CPP_REF: "4.2"
GODOT_REF: "master"
GODOT_CPP_REF: "master"
jobs:
unit-tests:
@ -36,7 +36,7 @@ jobs:
# Settings
env:
SCONSFLAGS: platform=linuxbsd target=editor arch=x86_64 production=false dev_build=true tests=true verbose=yes warnings=extra werror=yes
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
@ -101,6 +101,18 @@ jobs:
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:

View File

@ -40,18 +40,42 @@ jobs:
include:
- name: Template (release)
target: template_release
threads: true
dlink: false
- name: Template (release, dlink_enabled=true)
- 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_enabled=true)
- 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:
@ -96,34 +120,39 @@ jobs:
python --version
scons --version
- 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}}
# ! 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}} dlink_enabled=${{matrix.dlink}} ${{env.SCONSFLAGS}}
scons platform=web target=${{matrix.target}} threads=${{matrix.threads}} dlink_enabled=${{matrix.dlink}} ${{env.SCONSFLAGS}}
- name: Prepare artifacts
run: |
mkdir -p out/templates/
mv bin/godot.web.template_release.wasm32.zip out/templates/web_release.zip || true
mv bin/godot.web.template_release.wasm32.dlink.zip out/templates/web_dlink_release.zip || true
mv bin/godot.web.template_debug.wasm32.zip out/templates/web_debug.zip || true
mv bin/godot.web.template_debug.wasm32.nothreads.zip out/templates/web_nothreads_debug.zip || true
mv bin/godot.web.template_debug.wasm32.dlink.zip out/templates/web_dlink_debug.zip || true
mv bin/godot.web.template_debug.wasm32.nothreads.dlink.zip out/templates/web_dlink_nothreads_debug.zip || true
mv bin/godot.web.template_release.wasm32.zip out/templates/web_release.zip || true
mv bin/godot.web.template_release.wasm32.nothreads.zip out/templates/web_nothreads_release.zip || true
mv bin/godot.web.template_release.wasm32.dlink.zip out/templates/web_dlink_release.zip || true
mv bin/godot.web.template_release.wasm32.nothreads.dlink.zip out/templates/web_dlink_nothreads_release.zip || true
rm -rf bin/
echo "${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.dlink == true && '.dlink' || ''}}
name: ${{env.NAME_PREFIX}}.${{matrix.target}}.web${{matrix.threads == false && '.nothreads' || ''}}${{matrix.dlink == true && '.dlink' || ''}}
path: out/*

View File

@ -11,7 +11,7 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
@ -26,103 +26,174 @@ on:
type: string
default: master
test-build:
description: Should we perform only a limited number of test builds?
description: Limit to pre-defined test builds
type: boolean
default: false
# Global Settings
env:
SCONS_CACHE_MSVC_CONFIG: true
BUILD_IMAGE_VERSION: 4.3-f40
MESA_VERSION: 23.1.9-1
SCONS_CACHE_LIMIT: 4096
SCONSFLAGS: production=yes tests=no verbose=yes warnings=extra werror=yes
DOTNET_NOLOGO: true
DOTNET_CLI_TELEMETRY_OPTOUT: true
SCONSFLAGS: production=yes use_mingw=yes verbose=yes warnings=no progress=no d3d12=yes
jobs:
windows-builds:
runs-on: "windows-latest"
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: 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.dotnet == true && '.mono' || '' }}
BIN: godot.windows.${{matrix.opts.target}}.${{matrix.opts.arch}}${{matrix.opts.llvm && '.llvm' || ''}}${{matrix.opts.dotnet == true && '.mono' || ''}}
steps:
- name: Clone Godot
@ -137,26 +208,11 @@ jobs:
path: modules/limboai
ref: ${{ inputs.limboai-ref }}
# Inits GODOT_VERSION, LIMBOAI_VERSION and NAME_PREFIX environment variables.
# Inits GODOT_VERSION, LIMBOAI_VERSION, NAME_PREFIX, GODOT_VERSION_STATUS, BUILD_NAME 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
python --version
scons --version
- name: Set up MSVC problem matcher
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/
@ -166,25 +222,54 @@ jobs:
${{env.BIN}}-${{inputs.godot-ref}}-${{inputs.limboai-ref}}
${{env.BIN}}-${{inputs.godot-ref}}
- name: Compilation
env:
SCONS_CACHE: ${{github.workspace}}/.scons_cache/
- name: Static ANGLE libs
run: |
scons -j2 platform=windows target=${{matrix.opts.target}} arch=${{matrix.opts.arch}} module_mono_enabled=${{matrix.opts.dotnet}} ${{env.SCONSFLAGS}}
mkdir -p deps/angle
cd deps/angle
url=https://github.com/godotengine/godot-angle-static/releases/download/chromium%2F6601.2/godot-angle-static
curl -L -o windows_${{matrix.opts.arch}}.zip $url-${{matrix.opts.arch}}-${{matrix.opts.llvm && 'llvm' || 'gcc'}}-release.zip
unzip windows_${{matrix.opts.arch}}.zip
rm windows_${{matrix.opts.arch}}.zip
- name: Generate C# glue
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
env:
GODOT_VERSION_STATUS: limboai
- name: Mesa libs
run: |
./bin/${{ env.BIN }} --headless --generate-mono-glue ./modules/mono/glue || true
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: Build .NET solutions
if: matrix.opts.dotnet && matrix.opts.target == 'editor'
env:
GODOT_VERSION_STATUS: limboai
- name: Pull build container
run: |
python ./modules/mono/build_scripts/build_assemblies.py --godot-output-dir=./bin --godot-platform=windows
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
@ -204,7 +289,7 @@ jobs:
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}" > out/templates/version.txt
echo "${GODOT_VERSION}.limboai+${LIMBOAI_VERSION}${{matrix.opts.dotnet == true && '.mono' || ''}}" > out/templates/version.txt
ls -R out/
- name: Upload artifact
@ -212,3 +297,62 @@ jobs:
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/*

4
.gitignore vendored
View File

@ -2,6 +2,7 @@
demo/addons/
demo/script_templates/
icons/*.import
godot-cpp
# Godot auto generated files
*.gen.*
@ -186,3 +187,6 @@ godot.creator.*
# compile commands (https://clang.llvm.org/docs/JSONCompilationDatabase.html)
compile_commands.json
# clang cache
.cache

View File

@ -1,4 +1,4 @@
Copyright 2021-2024 Serhii Snitsaruk
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:

View File

@ -8,34 +8,40 @@
[![🔎 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)
[![Support this project](https://img.shields.io/badge/Support%20this%20project-red?logo=kofi&logoColor=white&link=https%3A%2F%2Fko-fi.com%2Flimbonaut)](https://ko-fi.com/limbonaut)
[![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/latest/getting-started/custom-tasks.html) and [states](https://limboai.readthedocs.io/en/latest/getting-started/hsm.html).
While it is implemented in C++, it fully supports GDScript for [creating your own tasks](https://limboai.readthedocs.io/en/stable/behavior-trees/custom-tasks.html) and [states](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html).
>**🛈 Supported Godot Engine: 4.2**
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/latest/getting-started/introduction.html) and our demo project, which includes a tutorial.
Behavior Trees are powerful hierarchical structures used to model and control the behavior of agents in a game (e.g., characters, enemies). They are designed to make it easier to create rich and highly modular behaviors for your games. To learn more about behavior trees, check out [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/stable/behavior-trees/introduction.html) and our demo project, which includes a tutorial.
## Demonstration
![Charger from Demo](doc/images/demo_charger.gif)
### Videos
[![Demonstration](https://img.youtube.com/vi/NWaMArUg7mY/0.jpg)](https://www.youtube.com/watch?v=NWaMArUg7mY)
>**🛈 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 contains a tutorial that introduces behavior trees using examples.
> 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
@ -44,13 +50,13 @@ Behavior Trees are powerful hierarchical structures used to model and control th
- 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/latest/getting-started/custom-tasks.html) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`.
- [Create custom tasks](https://limboai.readthedocs.io/en/stable/behavior-trees/custom-tasks.html) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`.
- Built-in class documentation.
- 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/latest/getting-started/using-blackboard.html#sharing-data-between-several-agents).
- Blackboard parameters: [Export a BB parameter](https://limboai.readthedocs.io/en/latest/getting-started/using-blackboard.html#task-parameters), for which user can provide a value or bind it to a blackboard variable (can be used in custom tasks).
- Blackboard 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.
@ -61,24 +67,24 @@ Behavior Trees are powerful hierarchical structures used to model and control th
- 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/latest/getting-started/hsm.html#events-and-transitions): Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
- [Event-based](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html#events-and-transitions): Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
- Combine state machines with behavior trees using `BTState` for advanced reactive AI.
- Delegation Option: Using the vanilla `LimboState`, [delegate the implementation](https://limboai.readthedocs.io/en/latest/getting-started/hsm.html#single-file-state-machine-setup) to your callback functions, making it perfect for rapid prototyping and game jams.
- Delegation Option: Using the vanilla `LimboState`, [delegate the implementation](https://limboai.readthedocs.io/en/stable/hierarchical-state-machines/create-hsm.html#single-file-state-machine-setup) to your callback functions, making it perfect for rapid prototyping and game jams.
- 🛈 Note: State machine setup and initialization require code; there is no GUI editor.
- **Tested:** Behavior tree tasks and HSM are covered by unit tests.
- **GDExtension:** LimboAI can be [used as extension](https://limboai.readthedocs.io/en/latest/getting-started/gdextension.html). Custom engine builds are not necessary.
- **GDExtension:** LimboAI can be [used as extension](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html#get-gdextension-version). Custom engine builds are not necessary.
- **Demo + Tutorial:** Check out our extensive demo project, which includes an introduction to behavior trees using examples.
## First steps
Follow the [First steps](https://limboai.readthedocs.io/en/latest/index.html#first-steps) guide to learn how to get started with LimboAI and the demo project.
Follow the [Getting started](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html) guide to learn how to get started with LimboAI and the demo project.
## Getting LimboAI
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/latest/getting-started/gdextension.html).
LimboAI can be used as either a C++ module or as a GDExtension shared library. GDExtension version is more convenient to use but somewhat limited in features. Whichever you choose to use, your project will stay compatible with both and you can switch from one to the other any time. See [Using GDExtension](https://limboai.readthedocs.io/en/stable/getting-started/getting-limboai.html#get-gdextension-version).
### Precompiled builds
@ -87,29 +93,36 @@ LimboAI can be used as either a C++ module or as a GDExtension shared library. G
### Compiling from source
>**🛈 For GDExtension:** Refer to comments in [setup_gdextension.sh](./gdextension/setup_gdextension.sh) file.
- 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](https://limboai.readthedocs.io/en/latest/index.html)
- [First steps](https://limboai.readthedocs.io/en/latest/index.html#first-steps)
- [Introduction to Behavior Trees](https://limboai.readthedocs.io/en/latest/getting-started/introduction.html)
- [Creating custom tasks in GDScript](https://limboai.readthedocs.io/en/latest/getting-started/custom-tasks.html)
- [Sharing data using Blackboard](https://limboai.readthedocs.io/en/latest/getting-started/using-blackboard.html)
- [Accessing nodes in the scene tree](https://limboai.readthedocs.io/en/latest/getting-started/accessing-nodes.html)
- [State machines](https://limboai.readthedocs.io/en/latest/getting-started/hsm.html)
- [Using GDExtension](https://limboai.readthedocs.io/en/latest/getting-started/gdextension.html)
- [Using LimboAI with C#](https://limboai.readthedocs.io/en/latest/getting-started/c-sharp.html)
- [Class reference](https://limboai.readthedocs.io/en/latest/getting-started/featured-classes.html)
- 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. Keep the minor versions backward-compatible when submitting pull requests.
Contributions are welcome! Please open issues for bug reports, feature requests, or code changes.
For detailed guidelines on contributing to code or documentation, check out our [Contributing](https://limboai.readthedocs.io/en/latest/getting-started/contributing.html) page.
If you have an idea for a behavior tree task or a feature that could be useful in a variety of projects, open an issue to discuss it.
@ -119,18 +132,8 @@ Need help? We have a Discord server: https://discord.gg/N5MGC95GpP
I write about LimboAI development on Mastodon: https://mastodon.gamedev.place/@limbo.
## Roadmap
Features and improvements that may be implemented in the future:
- ~~Providing precompiled builds for download.~~ 🗸
- ~~Tests and CI.~~ 🗸
- ~~GDExtension support.~~ 🗸
- ~~Extensive demo project.~~ 🗸
- Expanding the library of commonly useful tasks.
- Exploring the execution history of behavior trees in the visual debugger.
- Per-project ignore list for tasks that users may want to hide in the task palette.
- GUI editor for state machines.
## 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.
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/

160
SConstruct Normal file
View File

@ -0,0 +1,160 @@
#!/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)

View File

@ -1,7 +1,7 @@
/**
* bb_aabb.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_basis.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_bool.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_byte_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_color.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_color_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_dictionary.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_float.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_float32_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_float64_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_int.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_int32_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_int64_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_node.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -11,18 +11,9 @@
#include "bb_node.h"
#ifdef LIMBOAI_MODULE
#include "core/error/error_macros.h"
#include "scene/main/node.h"
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/node.hpp>
#endif // LIMBOAI_GDEXTENSION
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_NULL_V_MSG(p_blackboard, Variant(), "BBNode: get_value() failed - blackboard 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) {
@ -33,13 +24,10 @@ Variant BBNode::get_value(Node *p_scene_root, const Ref<Blackboard> &p_blackboar
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 {
Object *obj = val;
if (unlikely(obj == nullptr && val.get_type() != Variant::NIL)) {
WARN_PRINT("BBNode: Unexpected variant type of a blackboard variable.");
return p_default;
} else {
return obj;
}
WARN_PRINT("BBNode: Unexpected variant type: " + Variant::get_type_name(val.get_type()) + ". Returning default value.");
return p_default;
}
}

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@ -1,7 +1,7 @@
/**
* bb_node.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_param.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_param.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_plane.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_projection.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_quaternion.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_rect2.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_rect2i.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_string.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_string_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_string_name.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_transform2d.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_transform3d.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_variant.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_variant.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector2.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector2_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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@ -1,7 +1,7 @@
/**
* bb_vector2i.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector3.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector3_array.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector3i.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector4.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_vector4i.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bb_variable.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -25,7 +25,7 @@ void BBVariable::set_value(const Variant &p_value) {
data->value_changed = true;
if (is_bound()) {
Object *obj = ObjectDB::get_instance(ObjectID(data->bound_object));
Object *obj = OBJECT_DB_GET_INSTANCE(data->bound_object);
ERR_FAIL_COND_MSG(!obj, "Blackboard: Failed to get bound object.");
#ifdef LIMBOAI_MODULE
bool r_valid;
@ -39,7 +39,7 @@ void BBVariable::set_value(const Variant &p_value) {
Variant BBVariable::get_value() const {
if (is_bound()) {
Object *obj = ObjectDB::get_instance(ObjectID(data->bound_object));
Object *obj = OBJECT_DB_GET_INSTANCE(data->bound_object);
ERR_FAIL_COND_V_MSG(!obj, data->value, "Blackboard: Failed to get bound object.");
#ifdef LIMBOAI_MODULE
bool r_valid;
@ -78,12 +78,16 @@ String BBVariable::get_hint_string() const {
return data->hint_string;
}
BBVariable BBVariable::duplicate() const {
BBVariable BBVariable::duplicate(bool p_deep) const {
BBVariable var;
var.data->hint = data->hint;
var.data->hint_string = data->hint_string;
var.data->type = data->type;
var.data->value = data->value;
if (p_deep) {
var.data->value = data->value.duplicate(p_deep);
} else {
var.data->value = data->value;
}
var.data->binding_path = data->binding_path;
var.data->bound_object = data->bound_object;
var.data->bound_property = data->bound_property;

View File

@ -1,7 +1,7 @@
/**
* bb_variable.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -54,7 +54,7 @@ public:
void set_hint_string(const String &p_hint_string);
String get_hint_string() const;
BBVariable duplicate() const;
BBVariable duplicate(bool p_deep = false) const;
_FORCE_INLINE_ bool is_value_changed() const { return data->value_changed; }
_FORCE_INLINE_ void reset_value_changed() { data->value_changed = false; }

View File

@ -1,7 +1,7 @@
/**
* blackboard.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -10,6 +10,7 @@
*/
#include "blackboard.h"
#include "../util/limbo_compat.h"
#ifdef LIMBOAI_MODULE
#include "core/variant/variant.h"
@ -75,6 +76,26 @@ TypedArray<StringName> Blackboard::list_vars() const {
return var_names;
}
void Blackboard::print_state() const {
Ref<Blackboard> bb{ this };
int scope_idx = 0;
while (bb.is_valid()) {
int i = 0;
String line = "Scope " + itos(scope_idx) + ": { ";
for (const KeyValue<StringName, BBVariable> &kv : bb->data) {
if (i > 0) {
line += ", ";
}
line += String(kv.key) + ": " + String(kv.value.get_value());
i++;
}
line += " }";
PRINT_LINE(line);
bb = bb->get_parent();
scope_idx++;
}
}
Dictionary Blackboard::get_vars_as_dict() const {
Dictionary dict;
for (const KeyValue<StringName, BBVariable> &kv : data) {
@ -136,6 +157,7 @@ void Blackboard::_bind_methods() {
ClassDB::bind_method(D_METHOD("erase_var", "var_name"), &Blackboard::erase_var);
ClassDB::bind_method(D_METHOD("clear"), &Blackboard::clear);
ClassDB::bind_method(D_METHOD("list_vars"), &Blackboard::list_vars);
ClassDB::bind_method(D_METHOD("print_state"), &Blackboard::print_state);
ClassDB::bind_method(D_METHOD("get_vars_as_dict"), &Blackboard::get_vars_as_dict);
ClassDB::bind_method(D_METHOD("populate_from_dict", "dictionary"), &Blackboard::populate_from_dict);
ClassDB::bind_method(D_METHOD("top"), &Blackboard::top);

View File

@ -1,7 +1,7 @@
/**
* blackboard.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -40,6 +40,10 @@ private:
protected:
static void _bind_methods();
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return "<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
void set_parent(const Ref<Blackboard> &p_blackboard) { parent = p_blackboard; }
Ref<Blackboard> get_parent() const { return parent; }
@ -49,9 +53,11 @@ public:
Variant get_var(const StringName &p_name, const Variant &p_default = Variant(), bool p_complain = true) const;
void set_var(const StringName &p_name, const Variant &p_value);
bool has_var(const StringName &p_name) const;
_FORCE_INLINE_ bool has_local_var(const StringName &p_name) const { return data.has(p_name); }
void erase_var(const StringName &p_name);
void clear() { data.clear(); }
TypedArray<StringName> list_vars() const;
void print_state() const;
Dictionary get_vars_as_dict() const;
void populate_from_dict(const Dictionary &p_dictionary);

View File

@ -1,7 +1,7 @@
/**
* blackboard_plan.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -13,9 +13,20 @@
#include "../util/limbo_utility.h"
#ifdef LIMBOAI_MODULE
#include "editor/editor_inspector.h"
#include "editor/editor_interface.h"
#elif LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/editor_inspector.hpp>
#include <godot_cpp/classes/editor_interface.hpp>
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/scene_tree.hpp>
#endif
bool BlackboardPlan::_set(const StringName &p_name, const Variant &p_value) {
String name_str = p_name;
#ifdef TOOLS_ENABLED
// * Editor
if (var_map.has(p_name)) {
BBVariable &var = var_map[p_name];
@ -26,29 +37,51 @@ bool BlackboardPlan::_set(const StringName &p_name, const Variant &p_value) {
}
return true;
}
#endif // TOOLS_ENABLED
// * Mapping
if (name_str.begins_with("mapping/")) {
StringName mapped_var_name = name_str.get_slicec('/', 1);
StringName value = p_value;
bool properties_changed = false;
bool prop_list_changed = false;
if (value == StringName()) {
if (parent_scope_mapping.has(mapped_var_name)) {
properties_changed = true;
prop_list_changed = true;
parent_scope_mapping.erase(mapped_var_name);
}
} else {
if (!parent_scope_mapping.has(mapped_var_name)) {
properties_changed = true;
prop_list_changed = true;
}
parent_scope_mapping[mapped_var_name] = value;
}
if (properties_changed) {
if (prop_list_changed) {
notify_property_list_changed();
}
return true;
}
// * Binding
if (name_str.begins_with("binding/")) {
StringName bound_var = name_str.get_slicec('/', 1);
NodePath value = p_value;
bool prop_list_changed = false;
if (value.is_empty()) {
if (property_bindings.has(bound_var)) {
prop_list_changed = true;
property_bindings.erase(bound_var);
}
} else {
if (!property_bindings.has(bound_var)) {
prop_list_changed = true;
}
property_bindings[bound_var] = value;
}
if (prop_list_changed) {
notify_property_list_changed();
}
}
// * Storage
if (name_str.begins_with("var/")) {
StringName var_name = name_str.get_slicec('/', 1);
@ -66,6 +99,8 @@ bool BlackboardPlan::_set(const StringName &p_name, const Variant &p_value) {
var_map[var_name].set_hint((PropertyHint)(int)p_value);
} else if (what == "hint_string") {
var_map[var_name].set_hint_string(p_value);
} else if (what == "property_binding") {
property_bindings[var_name] = NodePath(p_value);
} else {
return false;
}
@ -78,28 +113,64 @@ bool BlackboardPlan::_set(const StringName &p_name, const Variant &p_value) {
bool BlackboardPlan::_get(const StringName &p_name, Variant &r_ret) const {
String name_str = p_name;
#ifdef TOOLS_ENABLED
// * Editor
if (var_map.has(p_name)) {
if (has_mapping(p_name)) {
r_ret = "Mapped to " + LimboUtility::get_singleton()->decorate_var(parent_scope_mapping[p_name]);
} else if (has_property_binding(p_name)) {
const NodePath &binding = property_bindings[p_name];
Node *edited_node = Object::cast_to<Node>(EditorInterface::get_singleton()->get_inspector()->get_edited_object());
if (!edited_node) {
edited_node = SCENE_TREE()->get_edited_scene_root();
}
Node *bound_node = edited_node ? edited_node->get_node_or_null(binding) : nullptr;
String shortened_path;
if (bound_node) {
shortened_path = (String)bound_node->get_name() +
":" + (String)binding.get_concatenated_subnames();
} else {
shortened_path = (String)binding.get_name(binding.get_name_count() - 1) +
":" + (String)binding.get_concatenated_subnames();
}
r_ret = String::utf8("🔗 ") + shortened_path;
} else {
r_ret = var_map[p_name].get_value();
}
return true;
}
#endif // TOOLS_ENABLED
// * Mapping
if (name_str.begins_with("mapping/")) {
StringName mapped_var_name = name_str.get_slicec('/', 1);
ERR_FAIL_COND_V(mapped_var_name == StringName(), false);
if (parent_scope_mapping.has(mapped_var_name)) {
if (has_mapping(mapped_var_name)) {
r_ret = parent_scope_mapping[mapped_var_name];
} else if (has_property_binding(mapped_var_name)) {
r_ret = RTR("Already bound to property.");
} else {
r_ret = StringName();
}
return true;
}
// * Binding
if (name_str.begins_with("binding/")) {
StringName bound_var = name_str.get_slicec('/', 1);
ERR_FAIL_COND_V(bound_var == StringName(), false);
if (has_property_binding(bound_var)) {
r_ret = property_bindings[bound_var];
} else if (has_mapping(bound_var)) {
r_ret = RTR("Already mapped to variable.");
} else {
r_ret = NodePath();
}
return true;
}
// * Storage
if (!name_str.begins_with("var/")) {
return false;
@ -127,14 +198,16 @@ void BlackboardPlan::_get_property_list(List<PropertyInfo> *p_list) const {
String var_name = p.first;
BBVariable var = p.second;
#ifdef TOOLS_ENABLED
// * Editor
if (var.get_type() != Variant::NIL && (!is_derived() || !var_name.begins_with("_"))) {
if (has_mapping(var_name)) {
if (!_is_var_nil(var) && !_is_var_private(var_name, var)) {
if (has_mapping(var_name) || has_property_binding(var_name)) {
p_list->push_back(PropertyInfo(Variant::STRING, var_name, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY));
} else {
p_list->push_back(PropertyInfo(var.get_type(), var_name, var.get_hint(), var.get_hint_string(), PROPERTY_USAGE_EDITOR));
}
}
#endif // TOOLS_ENABLED
// * Storage
if (is_derived() && (!var.is_value_changed() || var.get_value() == base->var_map[var_name].get_value())) {
@ -153,9 +226,32 @@ void BlackboardPlan::_get_property_list(List<PropertyInfo> *p_list) const {
if (is_mapping_enabled()) {
p_list->push_back(PropertyInfo(Variant::NIL, "Mapping", PROPERTY_HINT_NONE, "mapping/", PROPERTY_USAGE_GROUP));
for (const Pair<StringName, BBVariable> &p : var_list) {
// Serialize only non-empty mappings.
PropertyUsageFlags usage = has_mapping(p.first) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_EDITOR;
p_list->push_back(PropertyInfo(Variant::STRING_NAME, "mapping/" + p.first, PROPERTY_HINT_NONE, "", usage));
if (_is_var_private(p.first, p.second)) {
continue;
}
if (unlikely(has_property_binding(p.first))) {
p_list->push_back(PropertyInfo(Variant::STRING, "mapping/" + p.first, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY));
} else {
// Serialize only non-empty mappings.
PropertyUsageFlags usage = has_mapping(p.first) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_EDITOR;
p_list->push_back(PropertyInfo(Variant::STRING_NAME, "mapping/" + p.first, PROPERTY_HINT_NONE, "", usage));
}
}
}
// * Binding
p_list->push_back(PropertyInfo(Variant::NIL, "Binding", PROPERTY_HINT_NONE, "binding/", PROPERTY_USAGE_GROUP));
for (const Pair<StringName, BBVariable> &p : var_list) {
if (_is_var_nil(p.second) || _is_var_private(p.first, p.second)) {
continue;
}
if (unlikely(has_mapping(p.first))) {
p_list->push_back(PropertyInfo(Variant::STRING, "binding/" + p.first, PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY));
} else {
PropertyUsageFlags usage = has_property_binding(p.first) ? PROPERTY_USAGE_DEFAULT : PROPERTY_USAGE_EDITOR;
// PROPERTY_HINT_LINK is used to signal that NodePath should point to a property.
// Our inspector plugin will know how to handle it.
p_list->push_back(PropertyInfo(Variant::NODE_PATH, "binding/" + p.first, PROPERTY_HINT_LINK, itos(p.second.get_type()), usage));
}
}
}
@ -199,6 +295,11 @@ bool BlackboardPlan::has_mapping(const StringName &p_name) const {
return is_mapping_enabled() && parent_scope_mapping.has(p_name) && parent_scope_mapping[p_name] != StringName();
}
void BlackboardPlan::set_property_binding(const StringName &p_name, const NodePath &p_path) {
property_bindings[p_name] = p_path;
emit_changed();
}
void BlackboardPlan::set_prefetch_nodepath_vars(bool p_enable) {
prefetch_nodepath_vars = p_enable;
emit_changed();
@ -237,7 +338,7 @@ BBVariable BlackboardPlan::get_var(const StringName &p_name) {
Pair<StringName, BBVariable> BlackboardPlan::get_var_by_index(int p_index) {
Pair<StringName, BBVariable> ret;
ERR_FAIL_INDEX_V(p_index, (int)var_map.size(), ret);
return var_list[p_index];
return var_list.get(p_index);
}
TypedArray<StringName> BlackboardPlan::list_vars() const {
@ -387,48 +488,71 @@ void BlackboardPlan::sync_with_base_plan() {
}
}
// Add a variable duplicate to the blackboard, optionally with NodePath prefetch.
inline void bb_add_var_dup_with_prefetch(const Ref<Blackboard> &p_blackboard, const StringName &p_name, const BBVariable &p_var, bool p_prefetch, Node *p_node) {
if (unlikely(p_prefetch && p_var.get_type() == Variant::NODE_PATH)) {
Node *n = p_node->get_node_or_null(p_var.get_value());
BBVariable var = p_var.duplicate();
if (n != nullptr) {
var.set_value(n);
} else {
if (p_blackboard->has_var(p_name)) {
// Not adding: Assuming variable was initialized by the user or in the parent scope.
return;
}
ERR_PRINT(vformat("BlackboardPlan: Prefetch failed for variable $%s with value: %s", p_name, p_var.get_value()));
var.set_value(Variant());
}
p_blackboard->assign_var(p_name, var);
} else {
p_blackboard->assign_var(p_name, p_var.duplicate());
}
}
Ref<Blackboard> BlackboardPlan::create_blackboard(Node *p_node, const Ref<Blackboard> &p_parent_scope) {
ERR_FAIL_COND_V(p_node == nullptr && prefetch_nodepath_vars, memnew(Blackboard));
Ref<Blackboard> BlackboardPlan::create_blackboard(Node *p_prefetch_root, const Ref<Blackboard> &p_parent_scope, Node *p_prefetch_root_for_base_plan) {
ERR_FAIL_COND_V(p_prefetch_root == nullptr && prefetch_nodepath_vars, memnew(Blackboard));
Ref<Blackboard> bb = memnew(Blackboard);
bb->set_parent(p_parent_scope);
populate_blackboard(bb, true, p_node);
populate_blackboard(bb, true, p_prefetch_root, p_prefetch_root_for_base_plan);
return bb;
}
void BlackboardPlan::populate_blackboard(const Ref<Blackboard> &p_blackboard, bool overwrite, Node *p_node) {
ERR_FAIL_COND(p_node == nullptr && prefetch_nodepath_vars);
void BlackboardPlan::populate_blackboard(const Ref<Blackboard> &p_blackboard, bool overwrite, Node *p_prefetch_root, Node *p_prefetch_root_for_base_plan) {
ERR_FAIL_COND(p_prefetch_root == nullptr && prefetch_nodepath_vars);
ERR_FAIL_COND(p_blackboard.is_null());
for (const Pair<StringName, BBVariable> &p : var_list) {
if (p_blackboard->has_var(p.first) && !overwrite) {
if (p_blackboard->has_local_var(p.first) && !overwrite) {
#ifdef DEBUG_ENABLED
Variant::Type existing_type = p_blackboard->get_var(p.first).get_type();
Variant::Type planned_type = p.second.get_type();
if (existing_type != planned_type && existing_type != Variant::NIL && planned_type != Variant::NIL && !(existing_type == Variant::OBJECT && planned_type == Variant::NODE_PATH)) {
WARN_PRINT(vformat("BlackboardPlan: Not overwriting %s as it already exists in the blackboard, but it has a different type than planned (%s vs %s). File: %s",
LimboUtility::get_singleton()->decorate_var(p.first), Variant::get_type_name(existing_type), Variant::get_type_name(planned_type), get_path()));
}
#endif
continue;
}
bb_add_var_dup_with_prefetch(p_blackboard, p.first, p.second, prefetch_nodepath_vars, p_node);
if (parent_scope_mapping.has(p.first)) {
bool is_bound = has_property_binding(p.first) || (is_derived() && get_base_plan()->has_property_binding(p.first));
bool has_mapping = parent_scope_mapping.has(p.first);
bool do_prefetch = !is_bound && !has_mapping && prefetch_nodepath_vars;
// Add a variable duplicate to the blackboard, optionally with NodePath prefetch.
BBVariable var = p.second.duplicate(true);
if (unlikely(do_prefetch && p.second.get_type() == Variant::NODE_PATH)) {
Node *prefetch_root = !p_prefetch_root_for_base_plan || !is_derived() || is_derived_var_changed(p.first) ? p_prefetch_root : p_prefetch_root_for_base_plan;
Node *n = prefetch_root->get_node_or_null(p.second.get_value());
if (n != nullptr) {
var.set_value(n);
} else {
ERR_PRINT(vformat("BlackboardPlan: Prefetch failed for variable $%s with value: %s", p.first, p.second.get_value()));
var.set_value(Variant());
}
}
p_blackboard->assign_var(p.first, var);
if (has_mapping) {
StringName target_var = parent_scope_mapping[p.first];
if (target_var != StringName()) {
ERR_CONTINUE_MSG(p_blackboard->get_parent() == nullptr, vformat("BlackboardPlan: Cannot link variable $%s to parent scope because the parent scope is not set.", p.first));
ERR_CONTINUE_MSG(p_blackboard->get_parent().is_null(), vformat("BlackboardPlan: Cannot link variable %s to parent scope because the parent scope is not set.", LimboUtility::get_singleton()->decorate_var(p.first)));
p_blackboard->link_var(p.first, p_blackboard->get_parent(), target_var);
}
} else if (is_bound) {
// Bind variable to a property of a scene node.
NodePath binding_path;
Node *binding_root;
if (has_property_binding(p.first)) {
binding_path = property_bindings[p.first];
binding_root = p_prefetch_root;
} else {
binding_path = get_base_plan()->property_bindings[p.first];
binding_root = p_prefetch_root_for_base_plan;
}
ERR_CONTINUE_MSG(binding_path.get_subname_count() != 1, vformat("BlackboardPlan: Can't bind variable %s using property path that contains multiple sub-names: %s", LimboUtility::get_singleton()->decorate_var(p.first), binding_path));
NodePath node_path{ binding_path.get_concatenated_names() };
StringName prop_name = binding_path.get_subname(0);
// TODO: Implement binding for base plan as well.
Node *n = binding_root->get_node_or_null(node_path);
ERR_CONTINUE_MSG(n == nullptr, vformat("BlackboardPlan: Binding failed for variable %s using property path: %s", LimboUtility::get_singleton()->decorate_var(p.first), binding_path));
var.bind(n, prop_name);
}
}
}
@ -443,8 +567,8 @@ void BlackboardPlan::_bind_methods() {
ClassDB::bind_method(D_METHOD("sync_with_base_plan"), &BlackboardPlan::sync_with_base_plan);
ClassDB::bind_method(D_METHOD("set_parent_scope_plan_provider", "callable"), &BlackboardPlan::set_parent_scope_plan_provider);
ClassDB::bind_method(D_METHOD("get_parent_scope_plan_provider"), &BlackboardPlan::get_parent_scope_plan_provider);
ClassDB::bind_method(D_METHOD("create_blackboard", "node", "parent_scope"), &BlackboardPlan::create_blackboard, DEFVAL(Ref<Blackboard>()));
ClassDB::bind_method(D_METHOD("populate_blackboard", "blackboard", "overwrite", "node"), &BlackboardPlan::populate_blackboard);
ClassDB::bind_method(D_METHOD("create_blackboard", "prefetch_root", "parent_scope", "prefetch_root_for_base_plan"), &BlackboardPlan::create_blackboard, DEFVAL(Ref<Blackboard>()), DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("populate_blackboard", "blackboard", "overwrite", "prefetch_root", "prefetch_root_for_base_plan"), &BlackboardPlan::populate_blackboard, DEFVAL(Variant()));
// To avoid cluttering the member namespace, we do not export unnecessary properties in this class.
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "prefetch_nodepath_vars", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_prefetch_nodepath_vars", "is_prefetching_nodepath_vars");

View File

@ -1,7 +1,7 @@
/**
* blackboard_plan.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -34,18 +34,26 @@ private:
// When base is not null, the plan is considered to be derived from the base plan.
// A derived plan can only have variables that exist in the base plan,
// and only the values can be different in those variables.
// The derived plan is synced with the base plan to maintain consistency.
Ref<BlackboardPlan> base;
// Mapping between variables in this plan and their parent scope names.
// Used for linking variables to their parent scope counterparts upon Blackboard creation/population.
HashMap<StringName, StringName> parent_scope_mapping;
// Fetcher function for the parent scope plan. Funtion should return a Ref<BlackboardPlan>.
// Used in the inspector. When set, mapping feature becomes available.
// Fetcher function for the parent scope plan. Function should return a Ref<BlackboardPlan>.
// Used in the inspector: enables mapping feature when set.
Callable parent_scope_plan_provider;
// Bindings to properties in the scene to which this plan belongs.
HashMap<StringName, NodePath> property_bindings;
bool property_binding_enabled = false;
// If true, NodePath variables will be prefetched, so that the vars will contain node pointers instead (upon BB creation/population).
bool prefetch_nodepath_vars = true;
_FORCE_INLINE_ bool _is_var_nil(const BBVariable &p_var) const { return p_var.get_type() == Variant::NIL; }
_FORCE_INLINE_ bool _is_var_private(const String &p_name, const BBVariable &p_var) const { return is_derived() && p_name.begins_with("_"); }
protected:
static void _bind_methods();
@ -55,6 +63,10 @@ protected:
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return "<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
void set_base_plan(const Ref<BlackboardPlan> &p_base);
Ref<BlackboardPlan> get_base_plan() const { return base; }
@ -65,6 +77,10 @@ public:
bool is_mapping_enabled() const { return parent_scope_plan_provider.is_valid() && (parent_scope_plan_provider.call() != Ref<BlackboardPlan>()); }
bool has_mapping(const StringName &p_name) const;
bool has_property_binding(const StringName &p_name) const { return property_bindings.has(p_name); }
void set_property_binding(const StringName &p_name, const NodePath &p_path);
NodePath get_property_binding(const StringName &p_name) const { return property_bindings.has(p_name) ? property_bindings[p_name] : NodePath(); }
void set_prefetch_nodepath_vars(bool p_enable);
bool is_prefetching_nodepath_vars() const;
@ -84,9 +100,10 @@ public:
void sync_with_base_plan();
_FORCE_INLINE_ bool is_derived() const { return base.is_valid(); }
_FORCE_INLINE_ bool is_derived_var_changed(const StringName &p_name) const { return base.is_valid() && var_map.has(p_name) && var_map[p_name].is_value_changed(); }
Ref<Blackboard> create_blackboard(Node *p_agent, const Ref<Blackboard> &p_parent_scope = Ref<Blackboard>());
void populate_blackboard(const Ref<Blackboard> &p_blackboard, bool overwrite, Node *p_node);
Ref<Blackboard> create_blackboard(Node *p_prefetch_root, const Ref<Blackboard> &p_parent_scope = Ref<Blackboard>(), Node *p_prefetch_root_for_base_plan = nullptr);
void populate_blackboard(const Ref<Blackboard> &p_blackboard, bool overwrite, Node *p_prefetch_root, Node *p_prefetch_root_for_base_plan = nullptr);
BlackboardPlan();
};

View File

@ -1,7 +1,7 @@
/**
* behavior_tree.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -77,13 +77,16 @@ void BehaviorTree::copy_other(const Ref<BehaviorTree> &p_other) {
root_task = p_other->get_root_task();
}
Ref<BTTask> BehaviorTree::instantiate(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node *p_scene_root) const {
ERR_FAIL_COND_V_MSG(root_task == nullptr, memnew(BTTask), "Trying to instance a behavior tree with no valid root task.");
ERR_FAIL_NULL_V_MSG(p_agent, memnew(BTTask), "Trying to instance a behavior tree with no valid agent.");
ERR_FAIL_NULL_V_MSG(p_scene_root, memnew(BTTask), "Trying to instance a behavior tree with no valid scene root.");
Ref<BTTask> inst = root_task->clone();
inst->initialize(p_agent, p_blackboard, p_scene_root);
return inst;
Ref<BTInstance> BehaviorTree::instantiate(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node *p_instance_owner, Node *p_custom_scene_root) const {
ERR_FAIL_COND_V_MSG(root_task.is_null(), nullptr, "BehaviorTree: Instantiation failed - BT has no valid root task.");
ERR_FAIL_NULL_V_MSG(p_agent, nullptr, "BehaviorTree: Instantiation failed - agent can't be null.");
ERR_FAIL_NULL_V_MSG(p_instance_owner, nullptr, "BehaviorTree: Instantiation failed -- instance owner can't be null.");
ERR_FAIL_COND_V_MSG(p_blackboard.is_null(), nullptr, "BehaviorTree: Instantiation failed - blackboard can't be null.");
Node *scene_root = p_custom_scene_root ? p_custom_scene_root : p_instance_owner->get_owner();
ERR_FAIL_NULL_V_MSG(scene_root, nullptr, "BehaviorTree: Instantiation failed - unable to establish scene root. This is likely due to the instance owner not being owned by a scene node and custom_scene_root being null.");
Ref<BTTask> root_copy = root_task->clone();
root_copy->initialize(p_agent, p_blackboard, scene_root);
return BTInstance::create(root_copy, get_path(), p_instance_owner);
}
void BehaviorTree::_plan_changed() {
@ -116,7 +119,7 @@ void BehaviorTree::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root_task"), &BehaviorTree::get_root_task);
ClassDB::bind_method(D_METHOD("clone"), &BehaviorTree::clone);
ClassDB::bind_method(D_METHOD("copy_other", "other"), &BehaviorTree::copy_other);
ClassDB::bind_method(D_METHOD("instantiate", "agent", "blackboard", "scene_root"), &BehaviorTree::instantiate);
ClassDB::bind_method(D_METHOD("instantiate", "agent", "blackboard", "instance_owner", "custom_scene_root"), &BehaviorTree::instantiate, DEFVAL(Variant()));
ADD_PROPERTY(PropertyInfo(Variant::STRING, "description", PROPERTY_HINT_MULTILINE_TEXT), "set_description", "get_description");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "blackboard_plan", PROPERTY_HINT_RESOURCE_TYPE, "BlackboardPlan", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_blackboard_plan", "get_blackboard_plan");

View File

@ -1,7 +1,7 @@
/**
* behavior_tree.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -13,6 +13,7 @@
#define BEHAVIOR_TREE_H
#include "../blackboard/blackboard_plan.h"
#include "bt_instance.h"
#include "tasks/bt_task.h"
#ifdef LIMBOAI_MODULE
@ -42,6 +43,10 @@ private:
protected:
static void _bind_methods();
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return "<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
#ifdef LIMBOAI_MODULE
virtual bool editor_can_reload_from_file() override { return false; }
@ -58,7 +63,7 @@ public:
Ref<BehaviorTree> clone() const;
void copy_other(const Ref<BehaviorTree> &p_other);
Ref<BTTask> instantiate(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node *p_scene_root) const;
Ref<BTInstance> instantiate(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node *p_instance_owner, Node *p_custom_scene_root = nullptr) const;
BehaviorTree();
~BehaviorTree();

156
bt/bt_instance.cpp Normal file
View File

@ -0,0 +1,156 @@
/**
* bt_instance.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 "bt_instance.h"
#include "../editor/debugger/limbo_debugger.h"
#include "behavior_tree.h"
#ifdef LIMBOAI_MODULE
#include "core/os/time.h"
#include "main/performance.h"
#endif
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/performance.hpp>
#include <godot_cpp/classes/time.hpp>
#endif
Ref<BTInstance> BTInstance::create(Ref<BTTask> p_root_task, String p_source_bt_path, Node *p_owner_node) {
ERR_FAIL_COND_V(p_root_task.is_null(), nullptr);
ERR_FAIL_NULL_V(p_owner_node, nullptr);
Ref<BTInstance> inst;
inst.instantiate();
inst->root_task = p_root_task;
inst->owner_node_id = p_owner_node->get_instance_id();
inst->source_bt_path = p_source_bt_path;
return inst;
}
BT::Status BTInstance::update(double p_delta) {
ERR_FAIL_COND_V(!root_task.is_valid(), BT::FRESH);
#ifdef DEBUG_ENABLED
double start = Time::get_singleton()->get_ticks_usec();
#endif
const Ref<BTInstance> keep_alive{ this }; // keep instance alive until update is finished
last_status = root_task->execute(p_delta);
emit_signal(LW_NAME(updated), last_status);
#ifdef DEBUG_ENABLED
double end = Time::get_singleton()->get_ticks_usec();
update_time_acc += (end - start);
update_time_n += 1.0;
#endif
return last_status;
}
void BTInstance::set_monitor_performance(bool p_monitor) {
#ifdef DEBUG_ENABLED
monitor_performance = p_monitor;
if (monitor_performance) {
_add_custom_monitor();
} else {
_remove_custom_monitor();
}
#endif
}
bool BTInstance::get_monitor_performance() const {
#ifdef DEBUG_ENABLED
return monitor_performance;
#else
return false;
#endif
}
void BTInstance::register_with_debugger() {
#ifdef DEBUG_ENABLED
if (LimboDebugger::get_singleton()->is_active()) {
LimboDebugger::get_singleton()->register_bt_instance(get_instance_id());
}
#endif
}
void BTInstance::unregister_with_debugger() {
#ifdef DEBUG_ENABLED
if (LimboDebugger::get_singleton() && LimboDebugger::get_singleton()->is_active()) {
LimboDebugger::get_singleton()->unregister_bt_instance(get_instance_id());
}
#endif
}
#ifdef DEBUG_ENABLED
double BTInstance::_get_mean_update_time_msec_and_reset() {
if (update_time_n) {
double mean_time_msec = (update_time_acc * 0.001) / update_time_n;
update_time_acc = 0.0;
update_time_n = 0.0;
return mean_time_msec;
}
return 0.0;
}
void BTInstance::_add_custom_monitor() {
ERR_FAIL_NULL(get_owner_node());
ERR_FAIL_COND(root_task.is_null());
ERR_FAIL_NULL(root_task->get_agent());
if (monitor_id == StringName()) {
monitor_id = vformat("LimboAI/update_ms|%s_%s_%s", root_task->get_agent()->get_name(), get_owner_node()->get_name(),
String(itos(get_instance_id())).md5_text().substr(0, 4));
}
if (!Performance::get_singleton()->has_custom_monitor(monitor_id)) {
PERFORMANCE_ADD_CUSTOM_MONITOR(monitor_id, callable_mp(this, &BTInstance::_get_mean_update_time_msec_and_reset));
}
}
void BTInstance::_remove_custom_monitor() {
if (monitor_id != StringName() && Performance::get_singleton()->has_custom_monitor(monitor_id)) {
Performance::get_singleton()->remove_custom_monitor(monitor_id);
}
}
#endif // * DEBUG_ENABLED
void BTInstance::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_root_task"), &BTInstance::get_root_task);
ClassDB::bind_method(D_METHOD("get_owner_node"), &BTInstance::get_owner_node);
ClassDB::bind_method(D_METHOD("get_last_status"), &BTInstance::get_last_status);
ClassDB::bind_method(D_METHOD("get_source_bt_path"), &BTInstance::get_source_bt_path);
ClassDB::bind_method(D_METHOD("get_agent"), &BTInstance::get_agent);
ClassDB::bind_method(D_METHOD("get_blackboard"), &BTInstance::get_blackboard);
ClassDB::bind_method(D_METHOD("is_instance_valid"), &BTInstance::is_instance_valid);
ClassDB::bind_method(D_METHOD("set_monitor_performance", "monitor"), &BTInstance::set_monitor_performance);
ClassDB::bind_method(D_METHOD("get_monitor_performance"), &BTInstance::get_monitor_performance);
ClassDB::bind_method(D_METHOD("update", "delta"), &BTInstance::update);
ClassDB::bind_method(D_METHOD("register_with_debugger"), &BTInstance::register_with_debugger);
ClassDB::bind_method(D_METHOD("unregister_with_debugger"), &BTInstance::unregister_with_debugger);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitor_performance"), "set_monitor_performance", "get_monitor_performance");
ADD_SIGNAL(MethodInfo("updated", PropertyInfo(Variant::INT, "status")));
ADD_SIGNAL(MethodInfo("freed"));
}
BTInstance::~BTInstance() {
emit_signal(LW_NAME(freed));
#ifdef DEBUG_ENABLED
_remove_custom_monitor();
unregister_with_debugger();
#endif
}

68
bt/bt_instance.h Normal file
View File

@ -0,0 +1,68 @@
/**
* bt_instance.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 BT_INSTANCE_H
#define BT_INSTANCE_H
#include "tasks/bt_task.h"
class BTInstance : public RefCounted {
GDCLASS(BTInstance, RefCounted);
private:
Ref<BTTask> root_task;
uint64_t owner_node_id = 0;
String source_bt_path;
BT::Status last_status = BT::FRESH;
#ifdef DEBUG_ENABLED
bool monitor_performance = false;
StringName monitor_id;
double update_time_acc = 0.0;
double update_time_n = 0.0;
double _get_mean_update_time_msec_and_reset();
void _add_custom_monitor();
void _remove_custom_monitor();
#endif // * DEBUG_ENABLED
protected:
static void _bind_methods();
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return "<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
_FORCE_INLINE_ Ref<BTTask> get_root_task() const { return root_task; }
_FORCE_INLINE_ Node *get_owner_node() const { return owner_node_id ? Object::cast_to<Node>(OBJECT_DB_GET_INSTANCE(owner_node_id)) : nullptr; }
_FORCE_INLINE_ BT::Status get_last_status() const { return last_status; }
_FORCE_INLINE_ String get_source_bt_path() const { return source_bt_path; }
_FORCE_INLINE_ Node *get_agent() const { return root_task.is_valid() ? root_task->get_agent() : nullptr; }
_FORCE_INLINE_ Ref<Blackboard> get_blackboard() const { return root_task.is_valid() ? root_task->get_blackboard() : Ref<Blackboard>(); }
_FORCE_INLINE_ bool is_instance_valid() const { return root_task.is_valid(); }
BT::Status update(double p_delta);
void set_monitor_performance(bool p_monitor);
bool get_monitor_performance() const;
void register_with_debugger();
void unregister_with_debugger();
static Ref<BTInstance> create(Ref<BTTask> p_root_task, String p_source_bt_path, Node *p_owner_node);
BTInstance() = default;
~BTInstance();
};
#endif // BT_INSTANCE_H

View File

@ -1,7 +1,7 @@
/**
* bt_player.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -11,7 +11,6 @@
#include "bt_player.h"
#include "../editor/debugger/limbo_debugger.h"
#include "../util/limbo_compat.h"
#include "../util/limbo_string_names.h"
@ -43,25 +42,21 @@
VARIANT_ENUM_CAST(BTPlayer::UpdateMode);
void BTPlayer::_load_tree() {
#ifdef DEBUG_ENABLED
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->unregister_bt_instance(tree_instance, get_path());
}
#endif
tree_instance.unref();
void BTPlayer::_instantiate_bt() {
bt_instance.unref();
ERR_FAIL_COND_MSG(!behavior_tree.is_valid(), "BTPlayer: Initialization failed - needs a valid behavior tree.");
ERR_FAIL_COND_MSG(!behavior_tree->get_root_task().is_valid(), "BTPlayer: Initialization failed - behavior tree has no valid root task.");
Node *agent = GET_NODE(this, agent_node);
ERR_FAIL_NULL_MSG(agent, vformat("BTPlayer: Initialization failed - can't get agent with path '%s'.", agent_node));
Node *scene_root = get_owner();
ERR_FAIL_NULL_MSG(scene_root, "BTPlayer: Initialization failed - can't get scene root (make sure the BTPlayer's owner property is set).");
tree_instance = behavior_tree->instantiate(agent, blackboard, scene_root);
Node *scene_root = _get_scene_root();
ERR_FAIL_COND_MSG(scene_root == nullptr,
"BTPlayer: Initialization failed - unable to establish scene root. This is likely due to BTPlayer not being owned by a scene node. Check BTPlayer.set_scene_root_hint().");
bt_instance = behavior_tree->instantiate(agent, blackboard, this, scene_root);
ERR_FAIL_COND_MSG(bt_instance.is_null(), "BTPlayer: Failed to instantiate behavior tree.");
#ifdef DEBUG_ENABLED
if (IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
}
#endif
bt_instance->set_monitor_performance(monitor_performance);
bt_instance->register_with_debugger();
#endif // DEBUG_ENABLED
}
void BTPlayer::_update_blackboard_plan() {
@ -75,6 +70,45 @@ void BTPlayer::_update_blackboard_plan() {
blackboard_plan->set_base_plan(behavior_tree.is_valid() ? behavior_tree->get_blackboard_plan() : nullptr);
}
void BTPlayer::_initialize() {
if (blackboard.is_null()) {
blackboard = Ref<Blackboard>(memnew(Blackboard));
}
if (blackboard_plan.is_valid()) {
// Don't overwrite existing blackboard values as they may be initialized from code.
blackboard_plan->populate_blackboard(blackboard, false, this, _get_scene_root());
}
if (behavior_tree.is_valid()) {
_instantiate_bt();
}
}
void BTPlayer::set_bt_instance(const Ref<BTInstance> &p_bt_instance) {
ERR_FAIL_COND_MSG(p_bt_instance.is_null(), "BTPlayer: Failed to set behavior tree instance - instance is null.");
ERR_FAIL_COND_MSG(!p_bt_instance->is_instance_valid(), "BTPlayer: Failed to set behavior tree instance - instance is not valid.");
bt_instance = p_bt_instance;
blackboard = p_bt_instance->get_blackboard();
agent_node = p_bt_instance->get_agent()->get_path();
#ifdef DEBUG_ENABLED
bt_instance->set_monitor_performance(monitor_performance);
bt_instance->register_with_debugger();
#endif // DEBUG_ENABLED
blackboard_plan.unref();
behavior_tree.unref();
}
void BTPlayer::set_scene_root_hint(Node *p_scene_root) {
ERR_FAIL_NULL_MSG(p_scene_root, "BTPlayer: Failed to set scene root hint - scene root is null.");
if (bt_instance.is_valid()) {
ERR_PRINT("BTPlayer: Scene root hint shouldn't be set after the behavior tree is instantiated. This change will not affect the current behavior tree instance.");
}
scene_root_hint = p_scene_root;
}
void BTPlayer::set_behavior_tree(const Ref<BehaviorTree> &p_tree) {
if (Engine::get_singleton()->is_editor_hint()) {
if (behavior_tree.is_valid() && behavior_tree->is_connected(LW_NAME(plan_changed), callable_mp(this, &BTPlayer::_update_blackboard_plan))) {
@ -87,15 +121,16 @@ void BTPlayer::set_behavior_tree(const Ref<BehaviorTree> &p_tree) {
_update_blackboard_plan();
} else {
behavior_tree = p_tree;
if (get_owner()) {
_load_tree();
if (get_owner() && is_inside_tree()) {
_update_blackboard_plan();
_initialize();
}
}
}
void BTPlayer::set_agent_node(const NodePath &p_agent_node) {
agent_node = p_agent_node;
if (tree_instance.is_valid()) {
if (bt_instance.is_valid()) {
ERR_PRINT("BTPlayer: Agent node cannot be set after the behavior tree is instantiated. This change will not affect the behavior tree instance.");
}
}
@ -119,80 +154,38 @@ void BTPlayer::set_active(bool p_active) {
}
void BTPlayer::update(double p_delta) {
if (!tree_instance.is_valid()) {
if (!bt_instance.is_valid()) {
ERR_PRINT_ONCE(vformat("BTPlayer doesn't have a behavior tree with a valid root task to execute (owner: %s)", get_owner()));
return;
}
#ifdef DEBUG_ENABLED
double start = GET_TICKS_USEC();
#endif
if (active) {
last_status = tree_instance->execute(p_delta);
emit_signal(LimboStringNames::get_singleton()->updated, last_status);
if (last_status == BTTask::SUCCESS || last_status == BTTask::FAILURE) {
emit_signal(LimboStringNames::get_singleton()->behavior_tree_finished, last_status);
BT::Status status = bt_instance->update(p_delta);
emit_signal(LW_NAME(updated), status);
#ifndef DISABLE_DEPRECATED
if (status == BTTask::SUCCESS || status == BTTask::FAILURE) {
emit_signal(LW_NAME(behavior_tree_finished), status);
}
#endif // DISABLE_DEPRECATED
}
#ifdef DEBUG_ENABLED
double end = GET_TICKS_USEC();
update_time_acc += (end - start);
update_time_n += 1.0;
#endif
}
void BTPlayer::restart() {
tree_instance->abort();
ERR_FAIL_COND_MSG(bt_instance.is_null(), "BTPlayer: Restart failed - no valid tree instance. Make sure the BTPlayer has a valid behavior tree with a valid root task.");
bt_instance->get_root_task()->abort();
set_active(true);
}
#ifdef DEBUG_ENABLED
void BTPlayer::_set_monitor_performance(bool p_monitor_performance) {
void BTPlayer::set_monitor_performance(bool p_monitor_performance) {
monitor_performance = p_monitor_performance;
if (!get_owner() && monitor_performance) {
// Don't add custom monitor if not in scene.
return;
}
if (monitor_performance) {
_add_custom_monitor();
} else {
_remove_custom_monitor();
#ifdef DEBUG_ENABLED
if (bt_instance.is_valid()) {
bt_instance->set_monitor_performance(monitor_performance);
}
#endif
}
void BTPlayer::_add_custom_monitor() {
if (monitor_id == StringName()) {
monitor_id = vformat("LimboAI/update_ms|%s_%s_%s", get_owner()->get_name(), get_name(),
String(itos(get_instance_id())).md5_text().substr(0, 4));
}
if (!Performance::get_singleton()->has_custom_monitor(monitor_id)) {
PERFORMANCE_ADD_CUSTOM_MONITOR(monitor_id, callable_mp(this, &BTPlayer::_get_mean_update_time_msec));
}
}
void BTPlayer::_remove_custom_monitor() {
if (monitor_id != StringName() && Performance::get_singleton()->has_custom_monitor(monitor_id)) {
Performance::get_singleton()->remove_custom_monitor(monitor_id);
}
}
double BTPlayer::_get_mean_update_time_msec() {
if (update_time_n) {
double mean_time_msec = (update_time_acc * 0.001) / update_time_n;
update_time_acc = 0.0;
update_time_n = 0.0;
return mean_time_msec;
}
return 0.0;
}
#endif // ! DEBUG_ENABLED
void BTPlayer::_notification(int p_notification) {
switch (p_notification) {
case NOTIFICATION_PROCESS: {
@ -205,37 +198,25 @@ void BTPlayer::_notification(int p_notification) {
} break;
case NOTIFICATION_READY: {
if (!Engine::get_singleton()->is_editor_hint()) {
if (blackboard.is_null()) {
blackboard = Ref<Blackboard>(memnew(Blackboard));
}
if (blackboard_plan.is_valid()) {
blackboard_plan->populate_blackboard(blackboard, false, this);
}
if (behavior_tree.is_valid()) {
_load_tree();
}
set_active(active);
_initialize();
} else {
_update_blackboard_plan();
}
set_active(active);
} break;
case NOTIFICATION_ENTER_TREE: {
#ifdef DEBUG_ENABLED
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
}
if (monitor_performance) {
_add_custom_monitor();
if (bt_instance.is_valid()) {
bt_instance->set_monitor_performance(monitor_performance);
bt_instance->register_with_debugger();
}
#endif // DEBUG_ENABLED
} break;
case NOTIFICATION_EXIT_TREE: {
#ifdef DEBUG_ENABLED
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->unregister_bt_instance(tree_instance, get_path());
}
if (monitor_performance) {
_remove_custom_monitor();
if (bt_instance.is_valid()) {
bt_instance->set_monitor_performance(false);
bt_instance->unregister_with_debugger();
}
#endif // DEBUG_ENABLED
@ -263,11 +244,16 @@ void BTPlayer::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_blackboard_plan", "plan"), &BTPlayer::set_blackboard_plan);
ClassDB::bind_method(D_METHOD("get_blackboard_plan"), &BTPlayer::get_blackboard_plan);
ClassDB::bind_method(D_METHOD("set_monitor_performance", "enable"), &BTPlayer::set_monitor_performance);
ClassDB::bind_method(D_METHOD("get_monitor_performance"), &BTPlayer::get_monitor_performance);
ClassDB::bind_method(D_METHOD("update", "delta"), &BTPlayer::update);
ClassDB::bind_method(D_METHOD("restart"), &BTPlayer::restart);
ClassDB::bind_method(D_METHOD("get_last_status"), &BTPlayer::get_last_status);
ClassDB::bind_method(D_METHOD("get_tree_instance"), &BTPlayer::get_tree_instance);
ClassDB::bind_method(D_METHOD("get_bt_instance"), &BTPlayer::get_bt_instance);
ClassDB::bind_method(D_METHOD("set_bt_instance", "bt_instance"), &BTPlayer::set_bt_instance);
ClassDB::bind_method(D_METHOD("set_scene_root_hint", "scene_root"), &BTPlayer::set_scene_root_hint);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "agent_node"), "set_agent_node", "get_agent_node");
@ -275,19 +261,17 @@ void BTPlayer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "active"), "set_active", "get_active");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "blackboard", PROPERTY_HINT_NONE, "Blackboard", 0), "set_blackboard", "get_blackboard");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "blackboard_plan", PROPERTY_HINT_RESOURCE_TYPE, "BlackboardPlan", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT | PROPERTY_USAGE_ALWAYS_DUPLICATE), "set_blackboard_plan", "get_blackboard_plan");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitor_performance"), "set_monitor_performance", "get_monitor_performance");
BIND_ENUM_CONSTANT(IDLE);
BIND_ENUM_CONSTANT(PHYSICS);
BIND_ENUM_CONSTANT(MANUAL);
ADD_SIGNAL(MethodInfo("behavior_tree_finished", PropertyInfo(Variant::INT, "status")));
ADD_SIGNAL(MethodInfo("updated", PropertyInfo(Variant::INT, "status")));
#ifdef DEBUG_ENABLED
ClassDB::bind_method(D_METHOD("_set_monitor_performance", "enable"), &BTPlayer::_set_monitor_performance);
ClassDB::bind_method(D_METHOD("_get_monitor_performance"), &BTPlayer::_get_monitor_performance);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitor_performance"), "_set_monitor_performance", "_get_monitor_performance");
#endif // DEBUG_ENABLED
#ifndef DISABLE_DEPRECATED
ADD_SIGNAL(MethodInfo("behavior_tree_finished", PropertyInfo(Variant::INT, "status")));
#endif
}
BTPlayer::BTPlayer() {

View File

@ -1,7 +1,7 @@
/**
* bt_player.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -15,6 +15,7 @@
#include "../blackboard/blackboard.h"
#include "../blackboard/blackboard_plan.h"
#include "behavior_tree.h"
#include "bt_instance.h"
#include "tasks/bt_task.h"
#ifdef LIMBOAI_MODULE
@ -42,18 +43,25 @@ private:
UpdateMode update_mode = UpdateMode::PHYSICS;
bool active = true;
Ref<Blackboard> blackboard;
int last_status = -1;
Node *scene_root_hint = nullptr;
bool monitor_performance = false;
Ref<BTTask> tree_instance;
Ref<BTInstance> bt_instance;
void _load_tree();
void _instantiate_bt();
void _update_blackboard_plan();
void _initialize();
_FORCE_INLINE_ Node *_get_scene_root() const { return scene_root_hint ? scene_root_hint : get_owner(); }
protected:
static void _bind_methods();
void _notification(int p_notification);
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return String(get_name()) + ":<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
void set_behavior_tree(const Ref<BehaviorTree> &p_tree);
Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; };
@ -73,32 +81,19 @@ public:
Ref<Blackboard> get_blackboard() const { return blackboard; }
void set_blackboard(const Ref<Blackboard> &p_blackboard) { blackboard = p_blackboard; }
void set_monitor_performance(bool p_monitor_performance);
bool get_monitor_performance() const { return monitor_performance; }
void update(double p_delta);
void restart();
int get_last_status() const { return last_status; }
Ref<BTTask> get_tree_instance() { return tree_instance; }
Ref<BTInstance> get_bt_instance() { return bt_instance; }
void set_bt_instance(const Ref<BTInstance> &p_bt_instance);
void set_scene_root_hint(Node *p_scene_root);
BTPlayer();
~BTPlayer();
#ifdef DEBUG_ENABLED // Performance monitoring
private:
bool monitor_performance = false;
StringName monitor_id;
double update_time_acc = 0.0;
double update_time_n = 0.0;
void _set_monitor_performance(bool p_monitor_performance);
bool _get_monitor_performance() const { return monitor_performance; }
void _add_custom_monitor();
void _remove_custom_monitor();
double _get_mean_update_time_msec();
#endif // DEBUG_ENABLED
};
#endif // BT_PLAYER_H

View File

@ -1,7 +1,7 @@
/**
* bt_state.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -11,7 +11,6 @@
#include "bt_state.h"
#include "../editor/debugger/limbo_debugger.h"
#include "../util/limbo_compat.h"
#include "../util/limbo_string_names.h"
@ -38,6 +37,23 @@ void BTState::set_behavior_tree(const Ref<BehaviorTree> &p_tree) {
_update_blackboard_plan();
}
void BTState::set_scene_root_hint(Node *p_scene_root) {
ERR_FAIL_NULL_MSG(p_scene_root, "BTState: Failed to set scene root hint - scene root is null.");
ERR_FAIL_COND_MSG(bt_instance.is_valid(), "BTState: Scene root hint shouldn't be set after initialization. This change will not affect the current behavior tree instance.");
scene_root_hint = p_scene_root;
}
void BTState::set_monitor_performance(bool p_monitor) {
monitor_performance = p_monitor;
#ifdef DEBUG_ENABLED
if (bt_instance.is_valid()) {
bt_instance->set_monitor_performance(monitor_performance);
}
#endif
}
void BTState::_update_blackboard_plan() {
if (get_blackboard_plan().is_null()) {
set_blackboard_plan(memnew(BlackboardPlan));
@ -49,23 +65,27 @@ void BTState::_update_blackboard_plan() {
}
}
Node *BTState::_get_prefetch_root_for_base_plan() {
return _get_scene_root();
}
void BTState::_setup() {
LimboState::_setup();
ERR_FAIL_COND_MSG(behavior_tree.is_null(), "BTState: BehaviorTree is not assigned.");
Node *scene_root = get_owner();
ERR_FAIL_NULL_MSG(scene_root, "BTState: Initialization failed - can't get scene root (make sure the BTState's owner property is set).");
tree_instance = behavior_tree->instantiate(get_agent(), get_blackboard(), scene_root);
Node *scene_root = _get_scene_root();
ERR_FAIL_NULL_MSG(scene_root, "BTState: Initialization failed - unable to establish scene root. This is likely due to BTState not being owned by a scene node. Check BTState.set_scene_root_hint().");
bt_instance = behavior_tree->instantiate(get_agent(), get_blackboard(), this, scene_root);
ERR_FAIL_COND_MSG(bt_instance.is_null(), "BTState: Initialization failed - failed to instantiate behavior tree.");
#ifdef DEBUG_ENABLED
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
}
bt_instance->register_with_debugger();
bt_instance->set_monitor_performance(monitor_performance);
#endif
}
void BTState::_exit() {
if (tree_instance.is_valid()) {
tree_instance->abort();
if (bt_instance.is_valid()) {
bt_instance->get_root_task()->abort();
} else {
ERR_PRINT_ONCE("BTState: BehaviorTree is not assigned.");
}
@ -73,13 +93,13 @@ void BTState::_exit() {
}
void BTState::_update(double p_delta) {
VCALL_ARGS(_update, p_delta);
GDVIRTUAL_CALL(_update, p_delta);
if (!is_active()) {
// Bail out if a transition happened in the meantime.
return;
}
ERR_FAIL_NULL(tree_instance);
int status = tree_instance->execute(p_delta);
ERR_FAIL_COND(bt_instance.is_null());
BT::Status status = bt_instance->update(p_delta);
if (status == BTTask::SUCCESS) {
get_root()->dispatch(success_event, Variant());
} else if (status == BTTask::FAILURE) {
@ -92,16 +112,19 @@ void BTState::_notification(int p_notification) {
switch (p_notification) {
#ifdef DEBUG_ENABLED
case NOTIFICATION_ENTER_TREE: {
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->register_bt_instance(tree_instance, get_path());
if (bt_instance.is_valid()) {
bt_instance->register_with_debugger();
bt_instance->set_monitor_performance(monitor_performance);
}
} break;
#endif // DEBUG_ENABLED
case NOTIFICATION_EXIT_TREE: {
#ifdef DEBUG_ENABLED
if (tree_instance.is_valid() && IS_DEBUGGER_ACTIVE()) {
LimboDebugger::get_singleton()->unregister_bt_instance(tree_instance, get_path());
if (bt_instance.is_valid()) {
bt_instance->unregister_with_debugger();
bt_instance->set_monitor_performance(false);
}
#endif // DEBUG_ENABLED
if (Engine::get_singleton()->is_editor_hint()) {
@ -117,7 +140,7 @@ void BTState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_behavior_tree", "behavior_tree"), &BTState::set_behavior_tree);
ClassDB::bind_method(D_METHOD("get_behavior_tree"), &BTState::get_behavior_tree);
ClassDB::bind_method(D_METHOD("get_tree_instance"), &BTState::get_tree_instance);
ClassDB::bind_method(D_METHOD("get_bt_instance"), &BTState::get_bt_instance);
ClassDB::bind_method(D_METHOD("set_success_event", "event"), &BTState::set_success_event);
ClassDB::bind_method(D_METHOD("get_success_event"), &BTState::get_success_event);
@ -125,9 +148,15 @@ void BTState::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_failure_event", "event"), &BTState::set_failure_event);
ClassDB::bind_method(D_METHOD("get_failure_event"), &BTState::get_failure_event);
ClassDB::bind_method(D_METHOD("set_monitor_performance", "enable"), &BTState::set_monitor_performance);
ClassDB::bind_method(D_METHOD("get_monitor_performance"), &BTState::get_monitor_performance);
ClassDB::bind_method(D_METHOD("set_scene_root_hint", "scene_root"), &BTState::set_scene_root_hint);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "behavior_tree", PROPERTY_HINT_RESOURCE_TYPE, "BehaviorTree"), "set_behavior_tree", "get_behavior_tree");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "success_event"), "set_success_event", "get_success_event");
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "failure_event"), "set_failure_event", "get_failure_event");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "monitor_performance"), "set_monitor_performance", "get_monitor_performance");
}
BTState::BTState() {

View File

@ -1,7 +1,7 @@
/**
* bt_state.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -22,9 +22,13 @@ class BTState : public LimboState {
private:
Ref<BehaviorTree> behavior_tree;
Ref<BTTask> tree_instance;
Ref<BTInstance> bt_instance;
StringName success_event;
StringName failure_event;
Node *scene_root_hint = nullptr;
bool monitor_performance = false;
_FORCE_INLINE_ Node *_get_scene_root() const { return scene_root_hint ? scene_root_hint : get_owner(); }
protected:
static void _bind_methods();
@ -33,6 +37,7 @@ protected:
virtual bool _should_use_new_scope() const override { return true; }
virtual void _update_blackboard_plan() override;
virtual Node *_get_prefetch_root_for_base_plan() override;
virtual void _setup() override;
virtual void _exit() override;
@ -42,7 +47,7 @@ public:
void set_behavior_tree(const Ref<BehaviorTree> &p_value);
Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; }
Ref<BTTask> get_tree_instance() const { return tree_instance; }
Ref<BTInstance> get_bt_instance() const { return bt_instance; }
void set_success_event(const StringName &p_success_event) { success_event = p_success_event; }
StringName get_success_event() const { return success_event; }
@ -50,6 +55,11 @@ public:
void set_failure_event(const StringName &p_failure_event) { failure_event = p_failure_event; }
StringName get_failure_event() const { return failure_event; }
void set_monitor_performance(bool p_monitor);
bool get_monitor_performance() const { return monitor_performance; }
void set_scene_root_hint(Node *p_node);
BTState();
};

View File

@ -1,7 +1,7 @@
/**
* bt_check_trigger.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_check_trigger.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_check_var.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -24,8 +24,9 @@ void BTCheckVar::set_check_type(LimboUtility::CheckType p_check_type) {
void BTCheckVar::set_value(const Ref<BBVariant> &p_value) {
value = p_value;
emit_changed();
if (Engine::get_singleton()->is_editor_hint() && value.is_valid()) {
value->connect(LW_NAME(changed), Callable(this, LW_NAME(emit_changed)));
if (Engine::get_singleton()->is_editor_hint() && value.is_valid() &&
!value->is_connected(LW_NAME(changed), callable_mp((Resource *)this, &Resource::emit_changed))) {
value->connect(LW_NAME(changed), callable_mp((Resource *)this, &Resource::emit_changed));
}
}

View File

@ -1,7 +1,7 @@
/**
* bt_check_var.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_set_var.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -48,8 +48,9 @@ void BTSetVar::set_variable(const StringName &p_variable) {
void BTSetVar::set_value(const Ref<BBVariant> &p_value) {
value = p_value;
emit_changed();
if (Engine::get_singleton()->is_editor_hint() && value.is_valid()) {
value->connect(LW_NAME(changed), Callable(this, LW_NAME(emit_changed)));
if (Engine::get_singleton()->is_editor_hint() && value.is_valid() &&
!value->is_connected(LW_NAME(changed), callable_mp((Resource *)this, &Resource::emit_changed))) {
value->connect(LW_NAME(changed), callable_mp((Resource *)this, &Resource::emit_changed));
}
}

View File

@ -1,7 +1,7 @@
/**
* bt_set_var.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_action.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_action.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_comment.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -30,7 +30,7 @@ PackedStringArray BTComment::get_configuration_warnings() {
if (get_child_count_excluding_comments() > 0) {
warnings.append("Can only have other comment tasks as children.");
}
if (get_parent() == nullptr) {
if (get_parent().is_null()) {
warnings.append("Can't be the root task.");
}
return warnings;

View File

@ -1,7 +1,7 @@
/**
* bt_comment.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_composite.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_composite.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_condition.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_condition.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_decorator.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_decorator.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_task.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -125,17 +125,18 @@ String BTTask::get_task_name() {
Ref<Script> task_script = get_script();
if (task_script.is_valid()) {
// ! CURSED: Currently, has_method() doesn't return true for ClassDB-registered native virtual methods. This may break in the future.
bool has_generate_method = has_method(LW_NAME(_generate_name));
ERR_FAIL_COND_V_MSG(has_generate_method && !task_script->is_tool(), _generate_name(), vformat("BTTask: @tool annotation is required if _generate_name is defined: %s", task_script->get_path()));
if (task_script->is_tool() && has_generate_method) {
String call_result;
VCALL_V(_generate_name, call_result);
GDVIRTUAL_CALL(_generate_name, call_result);
if (call_result.is_empty() || call_result == "<null>") {
// Force reset script instance.
set_script(Variant());
set_script(task_script);
// Retry.
VCALL_V(_generate_name, call_result);
GDVIRTUAL_CALL(_generate_name, call_result);
}
ERR_FAIL_COND_V_MSG(call_result.is_empty() || call_result == "<null>", _generate_name(), vformat("BTTask: _generate_name() failed to return a proper name string (%s)", task_script->get_path()));
return call_result;
@ -162,7 +163,7 @@ void BTTask::set_custom_name(const String &p_name) {
void BTTask::initialize(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node *p_scene_root) {
ERR_FAIL_NULL(p_agent);
ERR_FAIL_NULL(p_blackboard);
ERR_FAIL_COND(p_blackboard.is_null());
ERR_FAIL_NULL(p_scene_root);
data.agent = p_agent;
data.blackboard = p_blackboard;
@ -171,7 +172,8 @@ void BTTask::initialize(Node *p_agent, const Ref<Blackboard> &p_blackboard, Node
get_child(i)->initialize(p_agent, p_blackboard, p_scene_root);
}
VCALL_OR_NATIVE(_setup);
_setup();
GDVIRTUAL_CALL(_setup);
}
Ref<BTTask> BTTask::clone() const {
@ -179,60 +181,47 @@ Ref<BTTask> BTTask::clone() const {
// * Children are duplicated via children property. See _set_children().
// * Make BBParam properties unique.
HashMap<Ref<Resource>, Ref<Resource>> duplicates;
#ifdef LIMBOAI_MODULE
// Make BBParam properties unique.
List<PropertyInfo> props;
inst->get_property_list(&props);
HashMap<Ref<Resource>, Ref<Resource>> duplicates;
for (List<PropertyInfo>::Element *E = props.front(); E; E = E->next()) {
if (!(E->get().usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
Variant v = inst->get(E->get().name);
if (v.is_ref_counted()) {
Ref<RefCounted> ref = v;
if (ref.is_valid()) {
Ref<Resource> res = ref;
if (res.is_valid() && res->is_class("BBParam")) {
if (!duplicates.has(res)) {
duplicates[res] = res->duplicate();
}
res = duplicates[res];
inst->set(E->get().name, res);
}
}
}
}
PropertyInfo prop = E->get();
#elif LIMBOAI_GDEXTENSION
// Make BBParam properties unique.
TypedArray<Dictionary> props = inst->get_property_list();
HashMap<Ref<Resource>, Ref<Resource>> duplicates;
for (int i = 0; i < props.size(); i++) {
Dictionary prop = props[i];
if (!(int(prop["usage"]) & PROPERTY_USAGE_STORAGE)) {
PropertyInfo prop = PropertyInfo::from_dict(props[i]);
#endif
if (!(prop.usage & PROPERTY_USAGE_STORAGE)) {
continue;
}
StringName prop_name = prop["name"];
Variant v = inst->get(prop_name);
if (v.get_type() == Variant::OBJECT && int(prop["hint"]) == PROPERTY_HINT_RESOURCE_TYPE) {
Ref<RefCounted> ref = v;
if (ref.is_valid()) {
Ref<Resource> res = ref;
if (res.is_valid() && res->is_class("BBParam")) {
if (!duplicates.has(res)) {
duplicates[res] = res->duplicate();
Variant prop_value = inst->get(prop.name);
Ref<Resource> res = prop_value;
if (res.is_valid() && res->is_class("BBParam")) {
// Duplicate BBParam
if (!duplicates.has(res)) {
duplicates[res] = res->duplicate();
}
res = duplicates[res];
inst->set(prop.name, res);
} else if (prop_value.get_type() == Variant::ARRAY) {
// Duplicate BBParams instances inside an array.
// - This code doesn't handle arrays of arrays.
// - A partial workaround for: https://github.com/godotengine/godot/issues/74918
// - We actually don't want to duplicate resources in clone() except for BBParam subtypes.
Array arr = prop_value;
if (arr.is_typed() && ClassDB::is_parent_class(arr.get_typed_class_name(), LW_NAME(BBParam))) {
for (int j = 0; j < arr.size(); j++) {
Ref<Resource> bb_param = arr[j];
if (bb_param.is_valid()) {
arr[j] = bb_param->duplicate();
}
res = duplicates[res];
inst->set(prop_name, res);
}
}
}
}
#endif // LIMBOAI_MODULE & LIMBOAI_GDEXTENSION
return inst;
}
@ -245,16 +234,21 @@ BT::Status BTTask::execute(double p_delta) {
data.children.get(i)->abort();
}
}
VCALL_OR_NATIVE(_enter);
// First native, then script.
_enter();
GDVIRTUAL_CALL(_enter);
} else {
data.elapsed += p_delta;
}
VCALL_OR_NATIVE_ARGS_V(_tick, Status, data.status, p_delta);
if (!GDVIRTUAL_CALL(_tick, p_delta, data.status)) {
data.status = _tick(p_delta);
}
if (data.status != RUNNING) {
VCALL_OR_NATIVE(_exit);
// First script, then native.
GDVIRTUAL_CALL(_exit);
_exit();
data.elapsed = 0.0;
}
return data.status;
@ -265,7 +259,9 @@ void BTTask::abort() {
get_child(i)->abort();
}
if (data.status == RUNNING) {
VCALL_OR_NATIVE(_exit);
// First script, then native.
GDVIRTUAL_CALL(_exit);
_exit();
}
data.status = FRESH;
data.elapsed = 0.0;
@ -356,7 +352,7 @@ PackedStringArray BTTask::get_configuration_warnings() {
PackedStringArray warnings;
Ref<Script> task_script = get_script();
if (task_script.is_valid() && task_script->is_tool()) {
VCALL_V(_get_configuration_warnings, warnings); // Get script warnings.
GDVIRTUAL_CALL(_get_configuration_warnings, warnings); // Get script warnings.
}
ret.append_array(warnings);
ret.append_array(_get_configuration_warnings());
@ -377,16 +373,21 @@ void BTTask::print_tree(int p_initial_tabs) {
}
}
#ifdef TOOLS_ENABLED
Ref<BehaviorTree> BTTask::editor_get_behavior_tree() {
#ifdef TOOLS_ENABLED
BTTask *task = this;
while (task->data.behavior_tree_id.is_null() && task->get_parent().is_valid()) {
task = task->data.parent;
}
return Object::cast_to<BehaviorTree>(ObjectDB::get_instance(task->data.behavior_tree_id));
#else
ERR_PRINT("BTTask::editor_get_behavior_tree: Not available in release builds.");
return Ref<BehaviorTree>();
#endif
}
#ifdef TOOLS_ENABLED
void BTTask::editor_set_behavior_tree(const Ref<BehaviorTree> &p_bt) {
data.behavior_tree_id = p_bt->get_instance_id();
}
@ -414,9 +415,7 @@ void BTTask::_bind_methods() {
ClassDB::bind_method(D_METHOD("print_tree", "initial_tabs"), &BTTask::print_tree, Variant(0));
ClassDB::bind_method(D_METHOD("get_task_name"), &BTTask::get_task_name);
ClassDB::bind_method(D_METHOD("abort"), &BTTask::abort);
#ifdef TOOLS_ENABLED
ClassDB::bind_method(D_METHOD("editor_get_behavior_tree"), &BTTask::editor_get_behavior_tree);
#endif // TOOLS_ENABLED
// Properties, setters and getters.
ClassDB::bind_method(D_METHOD("get_agent"), &BTTask::get_agent);
@ -439,16 +438,12 @@ void BTTask::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "status", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_status");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "elapsed_time", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NONE), "", "get_elapsed_time");
#ifdef LIMBOAI_MODULE
GDVIRTUAL_BIND(_setup);
GDVIRTUAL_BIND(_enter);
GDVIRTUAL_BIND(_exit);
GDVIRTUAL_BIND(_tick, "delta");
GDVIRTUAL_BIND(_generate_name);
GDVIRTUAL_BIND(_get_configuration_warnings);
#elif LIMBOAI_GDEXTENSION
// TODO: Registering virtual functions is not available in godot-cpp...
#endif
}
BTTask::BTTask() {

View File

@ -1,7 +1,7 @@
/**
* bt_task.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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
@ -37,6 +37,7 @@
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/classes/resource.hpp>
#include <godot_cpp/core/gdvirtual.gen.inc>
#include <godot_cpp/core/object.hpp>
#include <godot_cpp/templates/vector.hpp>
using namespace godot;
@ -103,14 +104,16 @@ protected:
virtual void _exit() {}
virtual Status _tick(double p_delta) { return FAILURE; }
#ifdef LIMBOAI_MODULE
GDVIRTUAL0RC(String, _generate_name);
GDVIRTUAL0(_setup);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
GDVIRTUAL1R(Status, _tick, double);
GDVIRTUAL0RC(PackedStringArray, _get_configuration_warnings);
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
String _to_string() const { return "<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
#endif
public:
// TODO: GDExtension doesn't have this method hmm...
@ -167,8 +170,8 @@ public:
void print_tree(int p_initial_tabs = 0);
#ifdef TOOLS_ENABLED
Ref<BehaviorTree> editor_get_behavior_tree();
#ifdef TOOLS_ENABLED
void editor_set_behavior_tree(const Ref<BehaviorTree> &p_bt);
#endif

View File

@ -1,7 +1,7 @@
/**
* bt_dynamic_selector.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_dynamic_selector.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_dynamic_sequence.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_dynamic_sequence.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_parallel.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_parallel.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_probability_selector.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_probability_selector.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_random_selector.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_random_selector.h
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

View File

@ -1,7 +1,7 @@
/**
* bt_random_sequence.cpp
* =============================================================================
* Copyright 2021-2024 Serhii Snitsaruk
* 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

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