98 lines
2.7 KiB
C++
98 lines
2.7 KiB
C++
/**
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* bt_player.h
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* =============================================================================
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* Copyright 2021-2024 Serhii Snitsaruk
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*
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* Use of this source code is governed by an MIT-style
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* license that can be found in the LICENSE file or at
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* https://opensource.org/licenses/MIT.
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* =============================================================================
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*/
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#ifndef BT_PLAYER_H
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#define BT_PLAYER_H
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#include "../blackboard/blackboard.h"
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#include "../blackboard/blackboard_plan.h"
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#include "behavior_tree.h"
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#include "bt_instance.h"
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#include "tasks/bt_task.h"
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#ifdef LIMBOAI_MODULE
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#include "scene/main/node.h"
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#endif
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#ifdef LIMBOAI_GDEXTENSION
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#include <godot_cpp/classes/node.hpp>
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#endif
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class BTPlayer : public Node {
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GDCLASS(BTPlayer, Node);
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public:
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enum UpdateMode : unsigned int {
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IDLE, // automatically call update() during NOTIFICATION_PROCESS
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PHYSICS, // automatically call update() during NOTIFICATION_PHYSICS
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MANUAL, // manually update state machine, user must call update(delta)
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};
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private:
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Ref<BehaviorTree> behavior_tree;
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NodePath agent_node;
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Ref<BlackboardPlan> blackboard_plan;
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UpdateMode update_mode = UpdateMode::PHYSICS;
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bool active = true;
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Ref<Blackboard> blackboard;
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Node *scene_root_hint = nullptr;
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bool monitor_performance = false;
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Ref<BTInstance> bt_instance;
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void _load_tree();
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void _update_blackboard_plan();
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protected:
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static void _bind_methods();
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void _notification(int p_notification);
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#ifdef LIMBOAI_GDEXTENSION
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String _to_string() const { return String(get_name()) + ":<" + get_class() + "#" + itos(get_instance_id()) + ">"; }
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#endif
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public:
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void set_behavior_tree(const Ref<BehaviorTree> &p_tree);
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Ref<BehaviorTree> get_behavior_tree() const { return behavior_tree; };
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void set_agent_node(const NodePath &p_agent_node);
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NodePath get_agent_node() const { return agent_node; }
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void set_blackboard_plan(const Ref<BlackboardPlan> &p_plan);
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Ref<BlackboardPlan> get_blackboard_plan() const { return blackboard_plan; }
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void set_update_mode(UpdateMode p_mode);
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UpdateMode get_update_mode() const { return update_mode; }
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void set_active(bool p_active);
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bool get_active() const { return active; }
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Ref<Blackboard> get_blackboard() const { return blackboard; }
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void set_blackboard(const Ref<Blackboard> &p_blackboard) { blackboard = p_blackboard; }
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void set_monitor_performance(bool p_monitor_performance);
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bool get_monitor_performance() const { return monitor_performance; }
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void update(double p_delta);
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void restart();
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Ref<BTInstance> get_bt_instance() { return bt_instance; }
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void set_bt_instance(const Ref<BTInstance> &p_bt_instance);
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void set_scene_root_hint(Node *p_scene_root);
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BTPlayer();
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~BTPlayer();
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};
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#endif // BT_PLAYER_H
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