/** * register_types.cpp * ============================================================================= * Copyright 2021-2023 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. * ============================================================================= */ #include "register_types.h" #include "blackboard/bb_param/bb_aabb.h" #include "blackboard/bb_param/bb_array.h" #include "blackboard/bb_param/bb_basis.h" #include "blackboard/bb_param/bb_bool.h" #include "blackboard/bb_param/bb_byte_array.h" #include "blackboard/bb_param/bb_color.h" #include "blackboard/bb_param/bb_color_array.h" #include "blackboard/bb_param/bb_dictionary.h" #include "blackboard/bb_param/bb_float.h" #include "blackboard/bb_param/bb_float_array.h" #include "blackboard/bb_param/bb_int.h" #include "blackboard/bb_param/bb_int_array.h" #include "blackboard/bb_param/bb_node.h" #include "blackboard/bb_param/bb_param.h" #include "blackboard/bb_param/bb_plane.h" #include "blackboard/bb_param/bb_quaternion.h" #include "blackboard/bb_param/bb_rect2.h" #include "blackboard/bb_param/bb_rect2i.h" #include "blackboard/bb_param/bb_string.h" #include "blackboard/bb_param/bb_string_array.h" #include "blackboard/bb_param/bb_string_name.h" #include "blackboard/bb_param/bb_transform2d.h" #include "blackboard/bb_param/bb_transform3d.h" #include "blackboard/bb_param/bb_variant.h" #include "blackboard/bb_param/bb_vector2.h" #include "blackboard/bb_param/bb_vector2_array.h" #include "blackboard/bb_param/bb_vector2i.h" #include "blackboard/bb_param/bb_vector3.h" #include "blackboard/bb_param/bb_vector3_array.h" #include "blackboard/bb_param/bb_vector3i.h" #include "blackboard/bb_param/bb_vector4.h" #include "blackboard/bb_param/bb_vector4i.h" #include "blackboard/blackboard.h" #include "bt/actions/bt_action.h" #include "bt/actions/bt_console_print.h" #include "bt/actions/bt_fail.h" #include "bt/actions/bt_pause_animation.h" #include "bt/actions/bt_play_animation.h" #include "bt/actions/bt_random_wait.h" #include "bt/actions/bt_set_agent_property.h" #include "bt/actions/bt_set_var.h" #include "bt/actions/bt_stop_animation.h" #include "bt/actions/bt_wait.h" #include "bt/actions/bt_wait_ticks.h" #include "bt/behavior_tree.h" #include "bt/bt_player.h" #include "bt/bt_state.h" #include "bt/bt_task.h" #include "bt/composites/bt_composite.h" #include "bt/composites/bt_dynamic_selector.h" #include "bt/composites/bt_dynamic_sequence.h" #include "bt/composites/bt_parallel.h" #include "bt/composites/bt_random_selector.h" #include "bt/composites/bt_random_sequence.h" #include "bt/composites/bt_selector.h" #include "bt/composites/bt_sequence.h" #include "bt/conditions/bt_check_agent_property.h" #include "bt/conditions/bt_check_trigger.h" #include "bt/conditions/bt_check_var.h" #include "bt/conditions/bt_condition.h" #include "bt/decorators/bt_always_fail.h" #include "bt/decorators/bt_always_succeed.h" #include "bt/decorators/bt_cooldown.h" #include "bt/decorators/bt_decorator.h" #include "bt/decorators/bt_delay.h" #include "bt/decorators/bt_for_each.h" #include "bt/decorators/bt_invert.h" #include "bt/decorators/bt_new_scope.h" #include "bt/decorators/bt_probability.h" #include "bt/decorators/bt_repeat.h" #include "bt/decorators/bt_repeat_until_failure.h" #include "bt/decorators/bt_repeat_until_success.h" #include "bt/decorators/bt_run_limit.h" #include "bt/decorators/bt_subtree.h" #include "bt/decorators/bt_time_limit.h" #include "editor/debugger/limbo_debugger.h" #include "hsm/limbo_hsm.h" #include "hsm/limbo_state.h" #include "util/limbo_string_names.h" #include "util/limbo_utility.h" #ifdef TOOLS_ENABLED #include "editor/debugger/behavior_tree_view.h" #include "editor/limbo_ai_editor_plugin.h" #endif #include "core/object/class_db.h" #include "core/os/memory.h" #include "core/string/print_string.h" static LimboUtility *_limbo_utility = nullptr; void initialize_limboai_module(ModuleInitializationLevel p_level) { if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { LimboDebugger::initialize(); GDREGISTER_CLASS(LimboUtility); GDREGISTER_CLASS(Blackboard); GDREGISTER_CLASS(LimboState); GDREGISTER_CLASS(LimboHSM); GDREGISTER_ABSTRACT_CLASS(BTTask); GDREGISTER_CLASS(BehaviorTree); GDREGISTER_CLASS(BTPlayer); GDREGISTER_CLASS(BTState); GDREGISTER_CLASS(BTComposite); GDREGISTER_CLASS(BTSequence); GDREGISTER_CLASS(BTSelector); GDREGISTER_CLASS(BTParallel); GDREGISTER_CLASS(BTDynamicSequence); GDREGISTER_CLASS(BTDynamicSelector); GDREGISTER_CLASS(BTRandomSequence); GDREGISTER_CLASS(BTRandomSelector); GDREGISTER_CLASS(BTDecorator); GDREGISTER_CLASS(BTInvert); GDREGISTER_CLASS(BTAlwaysFail); GDREGISTER_CLASS(BTAlwaysSucceed); GDREGISTER_CLASS(BTDelay); GDREGISTER_CLASS(BTRepeat); GDREGISTER_CLASS(BTRepeatUntilFailure); GDREGISTER_CLASS(BTRepeatUntilSuccess); GDREGISTER_CLASS(BTRunLimit); GDREGISTER_CLASS(BTTimeLimit); GDREGISTER_CLASS(BTCooldown); GDREGISTER_CLASS(BTProbability); GDREGISTER_CLASS(BTForEach); GDREGISTER_CLASS(BTAction); GDREGISTER_CLASS(BTConsolePrint); GDREGISTER_CLASS(BTFail); GDREGISTER_CLASS(BTNewScope); GDREGISTER_CLASS(BTPauseAnimation); GDREGISTER_CLASS(BTPlayAnimation); GDREGISTER_CLASS(BTRandomWait); GDREGISTER_CLASS(BTSetAgentProperty); GDREGISTER_CLASS(BTSetVar); GDREGISTER_CLASS(BTStopAnimation); GDREGISTER_CLASS(BTSubtree); GDREGISTER_CLASS(BTWait); GDREGISTER_CLASS(BTWaitTicks); GDREGISTER_CLASS(BTCondition); GDREGISTER_CLASS(BTCheckAgentProperty); GDREGISTER_CLASS(BTCheckTrigger); GDREGISTER_CLASS(BTCheckVar); GDREGISTER_ABSTRACT_CLASS(BBParam); GDREGISTER_CLASS(BBInt); GDREGISTER_CLASS(BBBool); GDREGISTER_CLASS(BBFloat); GDREGISTER_CLASS(BBString); GDREGISTER_CLASS(BBVector2); GDREGISTER_CLASS(BBVector2i); GDREGISTER_CLASS(BBRect2); GDREGISTER_CLASS(BBRect2i); GDREGISTER_CLASS(BBVector3); GDREGISTER_CLASS(BBVector3i); GDREGISTER_CLASS(BBTransform2D); GDREGISTER_CLASS(BBVector4); GDREGISTER_CLASS(BBVector4i); GDREGISTER_CLASS(BBPlane); GDREGISTER_CLASS(BBQuaternion); GDREGISTER_CLASS(BBAabb); GDREGISTER_CLASS(BBBasis); GDREGISTER_CLASS(BBTransform3D); GDREGISTER_CLASS(BBColor); GDREGISTER_CLASS(BBStringName); GDREGISTER_CLASS(BBColor); GDREGISTER_CLASS(BBNode); GDREGISTER_CLASS(BBDictionary); GDREGISTER_CLASS(BBArray); GDREGISTER_CLASS(BBByteArray); GDREGISTER_CLASS(BBIntArray); GDREGISTER_CLASS(BBFloatArray); GDREGISTER_CLASS(BBColorArray); GDREGISTER_CLASS(BBStringArray); GDREGISTER_CLASS(BBVector2Array); GDREGISTER_CLASS(BBVector3Array); GDREGISTER_CLASS(BBVariant); _limbo_utility = memnew(LimboUtility); Engine::get_singleton()->add_singleton(Engine::Singleton("LimboUtility", LimboUtility::get_singleton())); LimboStringNames::create(); } #ifdef TOOLS_ENABLED if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) { EditorPlugins::add_by_type(); } // else if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { // GDREGISTER_CLASS(BehaviorTreeView); // } #endif } void uninitialize_limboai_module(ModuleInitializationLevel p_level) { if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) { LimboDebugger::deinitialize(); LimboStringNames::free(); memdelete(_limbo_utility); } }