limboai/register_types.cpp

284 lines
9.6 KiB
C++

/**
* 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/behavior_tree.h"
#include "bt/bt_player.h"
#include "bt/bt_state.h"
#include "bt/tasks/blackboard/bt_check_trigger.h"
#include "bt/tasks/blackboard/bt_check_var.h"
#include "bt/tasks/blackboard/bt_set_var.h"
#include "bt/tasks/bt_action.h"
#include "bt/tasks/bt_comment.h"
#include "bt/tasks/bt_composite.h"
#include "bt/tasks/bt_condition.h"
#include "bt/tasks/bt_decorator.h"
#include "bt/tasks/bt_task.h"
#include "bt/tasks/composites/bt_dynamic_selector.h"
#include "bt/tasks/composites/bt_dynamic_sequence.h"
#include "bt/tasks/composites/bt_parallel.h"
#include "bt/tasks/composites/bt_probability_selector.h"
#include "bt/tasks/composites/bt_random_selector.h"
#include "bt/tasks/composites/bt_random_sequence.h"
#include "bt/tasks/composites/bt_selector.h"
#include "bt/tasks/composites/bt_sequence.h"
#include "bt/tasks/decorators/bt_always_fail.h"
#include "bt/tasks/decorators/bt_always_succeed.h"
#include "bt/tasks/decorators/bt_cooldown.h"
#include "bt/tasks/decorators/bt_delay.h"
#include "bt/tasks/decorators/bt_for_each.h"
#include "bt/tasks/decorators/bt_invert.h"
#include "bt/tasks/decorators/bt_new_scope.h"
#include "bt/tasks/decorators/bt_probability.h"
#include "bt/tasks/decorators/bt_repeat.h"
#include "bt/tasks/decorators/bt_repeat_until_failure.h"
#include "bt/tasks/decorators/bt_repeat_until_success.h"
#include "bt/tasks/decorators/bt_run_limit.h"
#include "bt/tasks/decorators/bt_subtree.h"
#include "bt/tasks/decorators/bt_time_limit.h"
#include "bt/tasks/scene/bt_await_animation.h"
#include "bt/tasks/scene/bt_check_agent_property.h"
#include "bt/tasks/scene/bt_pause_animation.h"
#include "bt/tasks/scene/bt_play_animation.h"
#include "bt/tasks/scene/bt_set_agent_property.h"
#include "bt/tasks/scene/bt_stop_animation.h"
#include "bt/tasks/utility/bt_call_method.h"
#include "bt/tasks/utility/bt_console_print.h"
#include "bt/tasks/utility/bt_fail.h"
#include "bt/tasks/utility/bt_random_wait.h"
#include "bt/tasks/utility/bt_wait.h"
#include "bt/tasks/utility/bt_wait_ticks.h"
#include "editor/action_banner.h"
#include "editor/debugger/behavior_tree_data.h"
#include "editor/debugger/limbo_debugger.h"
#include "editor/debugger/limbo_debugger_plugin.h"
#include "editor/mode_switch_button.h"
#include "hsm/limbo_hsm.h"
#include "hsm/limbo_state.h"
#include "util/limbo_string_names.h"
#include "util/limbo_task_db.h"
#include "util/limbo_utility.h"
#ifdef TOOLS_ENABLED
#include "editor/debugger/behavior_tree_view.h"
#include "editor/limbo_ai_editor_plugin.h"
#endif // ! TOOLS_ENABLED
#ifdef LIMBOAI_MODULE
#include "core/object/class_db.h"
#include "core/os/memory.h"
#include "core/string/print_string.h"
#endif // ! LIMBOAI_MODULE
#ifdef LIMBOAI_GDEXTENSION
#include <godot_cpp/classes/engine.hpp>
#include <godot_cpp/core/class_db.hpp>
#include <godot_cpp/core/memory.hpp>
using namespace godot;
#endif // ! LIMBOAI_GDEXTENSION
static LimboUtility *_limbo_utility = nullptr;
void initialize_limboai_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
#ifdef LIMBOAI_GDEXTENSION
GDREGISTER_CLASS(LimboDebugger);
#endif
LimboDebugger::initialize();
GDREGISTER_CLASS(LimboUtility);
GDREGISTER_CLASS(Blackboard);
GDREGISTER_CLASS(LimboState);
GDREGISTER_CLASS(LimboHSM);
GDREGISTER_ABSTRACT_CLASS(BT);
GDREGISTER_ABSTRACT_CLASS(BTTask);
GDREGISTER_CLASS(BehaviorTree);
GDREGISTER_CLASS(BTPlayer);
GDREGISTER_CLASS(BTState);
LIMBO_REGISTER_TASK(BTComment);
GDREGISTER_CLASS(BTComposite);
LIMBO_REGISTER_TASK(BTSequence);
LIMBO_REGISTER_TASK(BTSelector);
LIMBO_REGISTER_TASK(BTParallel);
LIMBO_REGISTER_TASK(BTDynamicSequence);
LIMBO_REGISTER_TASK(BTDynamicSelector);
LIMBO_REGISTER_TASK(BTProbabilitySelector);
LIMBO_REGISTER_TASK(BTRandomSequence);
LIMBO_REGISTER_TASK(BTRandomSelector);
GDREGISTER_CLASS(BTDecorator);
LIMBO_REGISTER_TASK(BTInvert);
LIMBO_REGISTER_TASK(BTAlwaysFail);
LIMBO_REGISTER_TASK(BTAlwaysSucceed);
LIMBO_REGISTER_TASK(BTDelay);
LIMBO_REGISTER_TASK(BTRepeat);
LIMBO_REGISTER_TASK(BTRepeatUntilFailure);
LIMBO_REGISTER_TASK(BTRepeatUntilSuccess);
LIMBO_REGISTER_TASK(BTRunLimit);
LIMBO_REGISTER_TASK(BTTimeLimit);
LIMBO_REGISTER_TASK(BTCooldown);
LIMBO_REGISTER_TASK(BTProbability);
LIMBO_REGISTER_TASK(BTForEach);
LIMBO_REGISTER_TASK(BTNewScope);
LIMBO_REGISTER_TASK(BTSubtree);
GDREGISTER_CLASS(BTAction);
GDREGISTER_CLASS(BTCondition);
LIMBO_REGISTER_TASK(BTAwaitAnimation);
LIMBO_REGISTER_TASK(BTCallMethod);
LIMBO_REGISTER_TASK(BTConsolePrint);
LIMBO_REGISTER_TASK(BTFail);
LIMBO_REGISTER_TASK(BTPauseAnimation);
LIMBO_REGISTER_TASK(BTPlayAnimation);
LIMBO_REGISTER_TASK(BTRandomWait);
LIMBO_REGISTER_TASK(BTSetAgentProperty);
LIMBO_REGISTER_TASK(BTSetVar);
LIMBO_REGISTER_TASK(BTStopAnimation);
LIMBO_REGISTER_TASK(BTWait);
LIMBO_REGISTER_TASK(BTWaitTicks);
LIMBO_REGISTER_TASK(BTCheckAgentProperty);
LIMBO_REGISTER_TASK(BTCheckTrigger);
LIMBO_REGISTER_TASK(BTCheckVar);
GDREGISTER_ABSTRACT_CLASS(BBParam);
GDREGISTER_CLASS(BBAabb);
GDREGISTER_CLASS(BBArray);
GDREGISTER_CLASS(BBBasis);
GDREGISTER_CLASS(BBBool);
GDREGISTER_CLASS(BBByteArray);
GDREGISTER_CLASS(BBColor);
GDREGISTER_CLASS(BBColorArray);
GDREGISTER_CLASS(BBDictionary);
GDREGISTER_CLASS(BBFloat);
GDREGISTER_CLASS(BBFloatArray);
GDREGISTER_CLASS(BBInt);
GDREGISTER_CLASS(BBIntArray);
GDREGISTER_CLASS(BBNode);
GDREGISTER_CLASS(BBPlane);
GDREGISTER_CLASS(BBQuaternion);
GDREGISTER_CLASS(BBRect2);
GDREGISTER_CLASS(BBRect2i);
GDREGISTER_CLASS(BBString);
GDREGISTER_CLASS(BBStringArray);
GDREGISTER_CLASS(BBStringName);
GDREGISTER_CLASS(BBTransform2D);
GDREGISTER_CLASS(BBTransform3D);
GDREGISTER_CLASS(BBVariant);
GDREGISTER_CLASS(BBVector2);
GDREGISTER_CLASS(BBVector2Array);
GDREGISTER_CLASS(BBVector2i);
GDREGISTER_CLASS(BBVector3);
GDREGISTER_CLASS(BBVector3Array);
GDREGISTER_CLASS(BBVector3i);
GDREGISTER_CLASS(BBVector4);
GDREGISTER_CLASS(BBVector4i);
_limbo_utility = memnew(LimboUtility);
#ifdef LIMBOAI_MODULE
Engine::get_singleton()->add_singleton(Engine::Singleton("LimboUtility", LimboUtility::get_singleton()));
#else // LIMBOAI_GDEXTENSION
Engine::get_singleton()->register_singleton("LimboUtility", LimboUtility::get_singleton());
#endif
LimboStringNames::create();
}
#ifdef TOOLS_ENABLED
if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
#ifdef LIMBOAI_GDEXTENSION
GDREGISTER_CLASS(TaskTree);
GDREGISTER_CLASS(TaskButton);
GDREGISTER_CLASS(TaskPaletteSection);
GDREGISTER_CLASS(TaskPalette);
GDREGISTER_CLASS(ActionBanner);
GDREGISTER_CLASS(ModeSwitchButton);
GDREGISTER_CLASS(CompatShortcutBin);
GDREGISTER_CLASS(CompatScreenSelect);
GDREGISTER_CLASS(CompatWindowWrapper);
GDREGISTER_CLASS(BehaviorTreeView);
GDREGISTER_CLASS(LimboDebuggerTab);
GDREGISTER_CLASS(LimboDebuggerPlugin);
GDREGISTER_CLASS(LimboAIEditor);
GDREGISTER_CLASS(LimboAIEditorPlugin);
#endif // ! LIMBOAI_GDEXTENSION
EditorPlugins::add_by_type<LimboAIEditorPlugin>();
}
#endif // ! TOOLS_ENABLED
}
void uninitialize_limboai_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
LimboDebugger::deinitialize();
LimboStringNames::free();
memdelete(_limbo_utility);
}
}
#ifdef LIMBOAI_GDEXTENSION
extern "C" {
// Initialization.
GDExtensionBool GDE_EXPORT limboai_init(GDExtensionInterfaceGetProcAddress p_get_proc_address, const GDExtensionClassLibraryPtr p_library, GDExtensionInitialization *r_initialization) {
godot::GDExtensionBinding::InitObject init_obj(p_get_proc_address, p_library, r_initialization);
init_obj.register_initializer(initialize_limboai_module);
init_obj.register_terminator(uninitialize_limboai_module);
init_obj.set_minimum_library_initialization_level(MODULE_INITIALIZATION_LEVEL_SCENE);
return init_obj.init();
}
#endif // ! LIMBOAI_GDEXTENSION
}