159 lines
6.7 KiB
ReStructuredText
159 lines
6.7 KiB
ReStructuredText
.. _blackboard:
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Sharing data using Blackboard
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=============================
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To share data between different tasks and states, we employ a feature known as the :ref:`Blackboard<class_Blackboard>`.
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The :ref:`Blackboard<class_Blackboard>` serves as a central repository where tasks and states can store and retrieve named variables,
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allowing for seamless data interchange. Each instance of a behavior tree or a state machine gets its own dedicated :ref:`Blackboard<class_Blackboard>`. It has the capability to store various data types,
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including objects and resources.
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Using the :ref:`Blackboard<class_Blackboard>`, you can easily share data in your behavior trees, making the tasks in the behavior tree more flexible.
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Accessing the Blackboard in a Task
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----------------------------------
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Every :ref:`BTTask<class_BTTask>` has access to the :ref:`Blackboard<class_Blackboard>`, providing a
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straightforward mechanism for data exchange.
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Here's an example of how you can interact with the :ref:`Blackboard<class_Blackboard>` in GDScript:
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.. code:: gdscript
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@export var speed_var: String = "speed"
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func _tick(delta: float) -> Status:
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# Set the value of the "speed" variable:
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blackboard.set_var(speed_var, 200.0)
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# Get the value of the "speed" variable, with a default value of 100.0 if not found:
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var speed: float = blackboard.get_var(speed_var, 100.0)
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# Check if the "speed" variable exists:
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if blackboard.has_var(speed_var):
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# ...
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..
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**🛈 Note:** The variable doesn't need to exist when you set it.
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.. _editing_plan:
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Editing the Blackboard Plan
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---------------------------
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The Blackboard Plan, associated with each :ref:`BehaviorTree<class_BehaviorTree>`
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resource, dictates how the :ref:`Blackboard<class_Blackboard>` initializes for each
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new instance of the :ref:`BehaviorTree<class_BehaviorTree>`.
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BlackboardPlan resource stores default values, type information, and data bindings
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necessary for :ref:`BehaviorTree<class_BehaviorTree>` initialization.
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To add, modify, or remove variables from the Blackboard Plan, follow these steps:
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1. Load the behavior tree in the LimboAI editor.
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2. Click on the resource header to access :ref:`BehaviorTree<class_BehaviorTree>` data in the Inspector.
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3. In the Inspector, select the "Blackboard Plan" property and click the "Manage..." button.
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4. A popup window will appear, allowing you to edit behavior tree variables, reorder them, and modify property types and hints.
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Overriding variables in BTPlayer
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--------------------------------
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Each :ref:`BTPlayer<class_BTPlayer>` node also has a "Blackboard Plan" property,
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providing the ability to override values of the BehaviorTree's blackboard variables.
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These overrides are specific to the BTPlayer's scene
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and do not impact other scenes using the same :ref:`BehaviorTree<class_BehaviorTree>`.
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To modify these values:
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1. Select the BTPlayer node in the scene tree.
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2. In the Inspector, locate the "Blackboard Plan" property.
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3. Override the desired values to tailor the blackboard variables for the specific scene.
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Task parameters
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---------------
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In some cases, it can be beneficial to allow behavior tree tasks to export parameters
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that can either be **bound to a blackboard variable or specified directly** by the user.
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For this purpose, LimboAI provides special parameter types that begin with "BB",
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such as :ref:`BBInt<class_BBInt>`, :ref:`BBBool<class_BBBool>`, :ref:`BBString<class_BBString>`,
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:ref:`BBFloat<class_BBFloat>`, :ref:`BBNode<class_BBNode>`, and more.
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For a complete list, please refer to the :ref:`BBParam<class_BBParam>` class reference.
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Usage example:
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.. code:: gdscript
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extends BTAction
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@export var speed: BBFloat
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func _tick(delta: float) -> Status:
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var current_speed: float = speed.get_value(agent, blackboard, 0.0)
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...
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Advanced topic: Blackboard scopes
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---------------------------------
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The :ref:`Blackboard<class_Blackboard>` in LimboAI can act as a parent scope
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for another :ref:`Blackboard<class_Blackboard>`.
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This means that if a specific variable is not found in the active scope,
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the system will look in the parent :ref:`Blackboard<class_Blackboard>` to find it.
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This creates a "blackboard scope chain," where each :ref:`Blackboard<class_Blackboard>` can have its own parent scope,
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and there is no limit to how many blackboards can be in this chain.
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It's important to note that the :ref:`Blackboard<class_Blackboard>` doesn't modify values in the parent scopes.
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Some scopes are created automatically. For instance, when using the :ref:`BTNewScope<class_BTNewScope>`
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and :ref:`BTSubtree<class_BTSubtree>` decorators, or when a :ref:`LimboState<class_LimboState>`
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has non-empty blackboard plan defined, or when a root-level :ref:`LimboHSM<class_LimboHSM>`
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node is used. Such scopes prevent naming collisions between contextually separate environments.
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Sharing data between several agents
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The blackboard scope mechanism can also be used for sharing data between several agents.
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In the following example, we have a group of agents, and we want to share a common target between them:
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.. code:: gdscript
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extends BTAction
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@export var group_target_var: String = "group_target"
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func _tick(delta: float) -> Status:
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if not blackboard.has_var(group_target_var):
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var new_target: Node = acquire_target()
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# Set common target shared between agents in a group:
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blackboard.top().set_var(group_target_var, new_target)
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# Access common target shared between agents in a group:
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var target: Node = blackboard.get_var(group_target_var)
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In this example, :ref:`blackboard.top()<class_Blackboard_method_top>` accesses the root scope of the
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:ref:`Blackboard<class_Blackboard>` chain.
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We assign that scope to each agent in a group through code:
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.. code:: gdscript
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class_name AgentGroup
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extends Node2D
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## AgentGroup node: Manages the shared Blackboard for agents in a group.
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## Children of this node are assumed to be agents that belong to a common group.
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## This implementation assumes that each agent has a "BTPlayer" node for AI.
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@export var blackboard_plan: BlackboardPlan
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var shared_scope: Blackboard
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func _ready() -> void:
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if blackboard_plan == null:
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shared_scope = Blackboard.new()
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else:
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shared_scope = blackboard_plan.create_blackboard()
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for child in get_children():
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var bt_player: BTPlayer = child.find_child("BTPlayer")
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if is_instance_valid(bt_player):
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bt_player.blackboard.set_parent(shared_scope)
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In conclusion, the :ref:`Blackboard<class_Blackboard>` scope chain not only
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prevents naming conflicts that can occur between state machines, behavior trees, and sub-trees,
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but it can also be used to share data between several agents.
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