/** * behavior_tree.h * ============================================================================= * Copyright 2021-2024 Serhii Snitsaruk * * 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 BEHAVIOR_TREE_H #define BEHAVIOR_TREE_H #include "../blackboard/blackboard_plan.h" #include "tasks/bt_task.h" #ifdef LIMBOAI_MODULE #include "core/io/resource.h" #endif // LIMBOAI_MODULE #ifdef LIMBOAI_GDEXTENSION #include using namespace godot; #endif // LIMBOAI_GDEXTENSION class BehaviorTree : public Resource { GDCLASS(BehaviorTree, Resource); private: String description; Ref blackboard_plan; Ref root_task; void _plan_changed(); void _set_editor_behavior_tree_hint(); void _unset_editor_behavior_tree_hint(); protected: static void _bind_methods(); public: #ifdef LIMBOAI_MODULE virtual bool editor_can_reload_from_file() override { return false; } #endif void set_description(const String &p_value); String get_description() const { return description; } void set_blackboard_plan(const Ref &p_plan); Ref get_blackboard_plan() const { return blackboard_plan; } void set_root_task(const Ref &p_value); Ref get_root_task() const { return root_task; } Ref clone() const; void copy_other(const Ref &p_other); Ref instantiate(Node *p_agent, const Ref &p_blackboard, Node *p_scene_root) const; BehaviorTree(); ~BehaviorTree(); }; #endif // BEHAVIOR_TREE_H