192 lines
4.9 KiB
ReStructuredText
192 lines
4.9 KiB
ReStructuredText
.. _custom_tasks:
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Creating custom tasks
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=====================
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By default, user tasks should be placed in the ``res://ai/tasks``
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directory. You can set an alternative location for user tasks in the
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``Project Settings → Limbo AI`` (To see those options,
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``Advanced Settings`` should be enabled in the Project Settings).
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Each subdirectory within the user tasks directory is treated as a category.
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Therefore, if you create a subdirectory named “motion_and_physics,” your
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custom tasks in that directory will automatically be categorized under
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“Motion And Physics.”
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When creating custom tasks, **extend one of the following** base classes:
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:ref:`BTAction<class_BTAction>`, :ref:`BTCondition<class_BTCondition>`, :ref:`BTDecorator<class_BTDecorator>`, :ref:`BTComposite<class_BTComposite>`.
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More on task types you can read in the :ref:`introduction`.
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**🛈 Note:** To help you write new tasks, you can add a script template to
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your project using “Misc → Create script template” menu option.
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Using the :ref:`Blackboard<class_Blackboard>` is covered in :ref:`accessing_blackboard`.
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Task anatomy
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------------
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.. code:: gdscript
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@tool
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extends BTAction
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# Task parameters.
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@export var parameter1: float
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@export var parameter2: Vector2
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## Note: Each method declaration is optional.
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## At minimum, you only need to define the "_tick" method.
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# Called to generate a display name for the task (requires @tool).
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func _generate_name() -> String:
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return "MyTask"
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# Called to initialize the task.
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func _setup() -> void:
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pass
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# Called when the task is entered.
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func _enter() -> void:
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pass
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# Called when the task is exited.
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func _exit() -> void:
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pass
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# Called each time this task is ticked (aka executed).
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func _tick(delta: float) -> Status:
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return SUCCESS
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# Strings returned from this method are displayed as warnings in the editor.
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func _get_configuration_warnings() -> PackedStringArray:
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var warnings := PackedStringArray()
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return warnings
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Example 1: A simple action
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--------------------------
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.. code:: gdscript
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@tool
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extends BTAction
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## Shows or hides a node and returns SUCCESS.
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## Returns FAILURE if the node is not found.
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# Task parameters.
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@export var node_path: NodePath
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@export var visible := true
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# Called to generate a display name for the task (requires @tool).
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func _generate_name() -> String:
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return "SetVisible %s node_path: \"%s\"" % [visible, node_path]
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# Called each time this task is ticked (aka executed).
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func _tick(p_delta: float) -> Status:
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var n: CanvasItem = scene_root.get_node_or_null(node_path)
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if is_instance_valid(n):
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n.visible = visible
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return SUCCESS
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return FAILURE
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.. _example_in_range:
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Example 2: InRange condition
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----------------------------
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.. code:: gdscript
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@tool
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extends BTCondition
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## InRange condition checks if the agent is within a range of target,
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## defined by distance_min and distance_max.
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## Returns SUCCESS if the agent is within the defined range;
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## otherwise, returns FAILURE.
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@export var distance_min: float
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@export var distance_max: float
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@export var target_var: StringName = &"target"
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var _min_distance_squared: float
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var _max_distance_squared: float
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# Called to generate a display name for the task.
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func _generate_name() -> String:
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return "InRange (%d, %d) of %s" % [distance_min, distance_max,
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LimboUtility.decorate_var(target_var)]
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# Called to initialize the task.
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func _setup() -> void:
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_min_distance_squared = distance_min * distance_min
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_max_distance_squared = distance_max * distance_max
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# Called when the task is executed.
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func _tick(_delta: float) -> Status:
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var target: Node2D = blackboard.get_var(target_var, null)
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if not is_instance_valid(target):
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return FAILURE
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var dist_sq: float = agent.global_position.distance_squared_to(target.global_position)
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if dist_sq >= _min_distance_squared and dist_sq <= _max_distance_squared:
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return SUCCESS
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else:
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return FAILURE
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.. _creating_tasks_in_c
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Creating tasks in C#
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--------------------
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You can use the following script template for custom tasks:
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.. code:: csharp
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using Godot;
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using System;
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[Tool]
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public partial class _CLASS_ : _BASE_
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{
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public override string _GenerateName()
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{
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return "_CLASS_";
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}
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public override void _Setup()
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{
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}
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public override void _Enter()
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{
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}
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public override void _Exit()
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{
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}
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public override Status _Tick(double delta)
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{
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return Status.Success;
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}
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public override string[] _GetConfigurationWarnings()
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{
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return Array.Empty<string>();
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}
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}
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