/* bt_player.h */ #ifndef BT_PLAYER_H #define BT_PLAYER_H #include "behavior_tree.h" #include "bt_task.h" #include "core/object/object.h" #include "modules/limboai/blackboard.h" #include "scene/main/node.h" class BTPlayer : public Node { GDCLASS(BTPlayer, Node); public: enum UpdateMode : unsigned int { IDLE, // automatically call update() during NOTIFICATION_PROCESS PHYSICS, //# automatically call update() during NOTIFICATION_PHYSICS MANUAL, // manually update state machine, user must call update(delta) }; private: Ref behavior_tree; UpdateMode update_mode = UpdateMode::IDLE; bool active = false; bool auto_restart = false; Ref blackboard; bool prefetch_nodepath_vars = true; Ref _loaded_tree; Ref _root_task; void _load_tree(); protected: static void _bind_methods(); void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); } Dictionary _get_blackboard_data() const { return blackboard->get_data(); } void _notification(int p_notification); public: void set_behavior_tree(const Ref &p_tree); Ref get_behavior_tree() const { return behavior_tree; }; void set_update_mode(UpdateMode p_mode); UpdateMode get_update_mode() const { return update_mode; } void set_active(bool p_active); bool get_active() const { return active; } void set_auto_restart(bool p_value) { auto_restart = p_value; } bool get_auto_restart() const { return auto_restart; } Ref get_blackboard() const { return blackboard; } void set_blackboard(const Ref &p_blackboard) { blackboard = p_blackboard; } void set_prefetch_nodepath_vars(bool p_value) { prefetch_nodepath_vars = p_value; } bool get_prefetch_nodepath_vars() const { return prefetch_nodepath_vars; } void update(float p_delta); void restart(); BTPlayer(); ~BTPlayer(); }; #endif // BT_PLAYER_H