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