limboai/hsm/limbo_state.h

104 lines
2.7 KiB
C++

/**
* limbo_state.h
* =============================================================================
* 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.
* =============================================================================
*/
#ifndef LIMBO_STATE_H
#define LIMBO_STATE_H
#include "../blackboard/blackboard.h"
#include "../util/limbo_string_names.h"
#ifdef LIMBOAI_MODULE
#include "core/object/gdvirtual.gen.inc"
#include "core/object/object.h"
#include "core/string/string_name.h"
#include "core/string/ustring.h"
#include "core/templates/hash_map.h"
#include "core/variant/callable.h"
#include "core/variant/variant.h"
#include "scene/main/node.h"
#endif // LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/templates/hash_map.hpp>
#endif // LIMBOAI_GDEXTENSION
class LimboHSM;
class LimboState : public Node {
GDCLASS(LimboState, Node);
private:
Node *agent;
Ref<Blackboard> blackboard;
HashMap<String, Callable> handlers;
Callable guard_callable;
protected:
friend LimboHSM;
bool active;
static void _bind_methods();
void _notification(int p_what);
void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); }
Dictionary _get_blackboard_data() const { return blackboard->get_data(); }
virtual void _initialize(Node *p_agent, const Ref<Blackboard> &p_blackboard);
// Implemented in GDScript:
virtual void _setup();
virtual void _enter();
virtual void _exit();
virtual void _update(double p_delta);
#ifdef LIMBOAI_MODULE
GDVIRTUAL0(_setup);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
GDVIRTUAL1(_update, double);
#endif // LIMBOAI_MODULE
virtual void _do_enter();
virtual void _do_exit();
virtual void _do_update(double p_delta);
void add_event_handler(const String &p_event, const Callable &p_handler);
public:
static String EVENT_FINISHED() { return LW_NAME(EVENT_FINISHED); }
Ref<Blackboard> get_blackboard() const { return blackboard; }
Node *get_agent() const { return agent; }
void set_agent(Node *p_agent) { agent = p_agent; }
virtual bool dispatch(const String &p_event, const Variant &p_cargo = Variant());
LimboState *named(String p_name);
LimboState *call_on_enter(const Callable &p_callable);
LimboState *call_on_exit(const Callable &p_callable);
LimboState *call_on_update(const Callable &p_callable);
_FORCE_INLINE_ String event_finished() const { return LW_NAME(EVENT_FINISHED); }
LimboState *get_root() const;
bool is_active() const { return active; }
void set_guard(const Callable &p_guard_callable);
void clear_guard();
LimboState();
};
#endif // LIMBO_STATE_H