limboai/hsm/limbo_state.h

80 lines
2.0 KiB
C++

/* limbo_state.h */
#ifndef LIMBO_STATE_H
#define LIMBO_STATE_H
#include "modules/limboai/blackboard/blackboard.h"
#include "core/object/class_db.h"
#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"
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);
virtual void _setup();
virtual void _enter();
virtual void _exit();
virtual void _update(double p_delta);
GDVIRTUAL0(_setup);
GDVIRTUAL0(_enter);
GDVIRTUAL0(_exit);
GDVIRTUAL1(_update, double);
void add_event_handler(const String &p_event, const Callable &p_handler);
public:
static const String 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);
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 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