Better AIAction interface/implementation.

This commit is contained in:
Relintai 2019-10-27 18:14:29 +01:00
parent e267217b84
commit 84f91030b3
2 changed files with 50 additions and 54 deletions

View File

@ -2,62 +2,41 @@
#include "../entities/entity.h"
int AIAction::get_default_priority() const {
return _default_priority;
int AIAction::get_utility() const {
return _utility;
}
void AIAction::set_default_priority(const int value) {
_default_priority = value;
void AIAction::set_utility(const int value) {
_utility = value;
}
int AIAction::get_priority(Entity *entity) {
return call("_get_priority");
void AIAction::set_owner(Entity *entity) {
_owner = entity;
call("_on_set_owner");
}
int AIAction::get_priority_bind(Node *entity) {
void AIAction::set_owner_bind(Node *entity) {
if (!entity) {
return 0;
return;
}
Entity *e = cast_to<Entity>(entity);
if (!e) {
return 0;
return;
}
return get_priority(e);
return set_owner(e);
}
int AIAction::_get_priority(Node *entity) {
return _default_priority;
}
bool AIAction::should_use(Entity *entity) {
if (has_method("_should_use")) {
return call("_should_use", entity);
}
return false;
}
bool AIAction::should_use_bind(Node *entity) {
if (!entity) {
return false;
}
Entity *e = cast_to<Entity>(entity);
if (!e) {
return false;
}
return should_use(e);
Entity *AIAction::get_owner() {
return _owner;
}
void AIAction::set_editor_description(const String &p_editor_description) {
set_meta("_editor_description_", p_editor_description);
}
String AIAction::get_editor_description() const {
if (has_meta("_editor_description_")) {
return get_meta("_editor_description_");
} else {
@ -65,22 +44,39 @@ String AIAction::get_editor_description() const {
}
}
void AIAction::update(float delta) {
ERR_FAIL_COND(!ObjectDB::instance_validate(_owner));
if (has_method("_update"))
call("_update", delta);
}
void AIAction::execute() {
ERR_FAIL_COND(!ObjectDB::instance_validate(_owner));
if (has_method("_execute"))
call("_execute");
}
AIAction::AIAction() {
_default_priority = 0;
_owner = NULL;
_utility = 0;
}
void AIAction::_bind_methods() {
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::BOOL, "ret"), "_should_use", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
BIND_VMETHOD(MethodInfo(PropertyInfo(Variant::INT, "ret"), "_get_priority", PropertyInfo(Variant::OBJECT, "entity", PROPERTY_HINT_RESOURCE_TYPE, "Entity")));
BIND_VMETHOD(MethodInfo("_on_set_owner"));
BIND_VMETHOD(MethodInfo("_update", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo( "_execute"));
ClassDB::bind_method(D_METHOD("get_default_priority"), &AIAction::get_default_priority);
ClassDB::bind_method(D_METHOD("set_default_priority", "value"), &AIAction::set_default_priority);
ADD_PROPERTY(PropertyInfo(Variant::INT, "default_priority"), "set_default_priority", "get_default_priority");
ClassDB::bind_method(D_METHOD("get_utility"), &AIAction::get_utility);
ClassDB::bind_method(D_METHOD("set_utility", "value"), &AIAction::set_utility);
ADD_PROPERTY(PropertyInfo(Variant::INT, "utility", PROPERTY_HINT_NONE, "", 0), "set_utility", "get_utility");
ClassDB::bind_method(D_METHOD("get_priority", "entity"), &AIAction::get_priority_bind);
ClassDB::bind_method(D_METHOD("_get_priority", "entity"), &AIAction::_get_priority);
ClassDB::bind_method(D_METHOD("get_owner"), &AIAction::get_owner);
ClassDB::bind_method(D_METHOD("set_owner", "entity"), &AIAction::set_owner_bind);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "owner", PROPERTY_HINT_RESOURCE_TYPE, "Entity", 0), "set_owner", "get_owner");
ClassDB::bind_method(D_METHOD("should_use", "entity"), &AIAction::should_use_bind);
ClassDB::bind_method(D_METHOD("update", "entity"), &AIAction::update);
ClassDB::bind_method(D_METHOD("execute"), &AIAction::execute);
ClassDB::bind_method(D_METHOD("_set_editor_description", "editor_description"), &AIAction::set_editor_description);
ClassDB::bind_method(D_METHOD("_get_editor_description"), &AIAction::get_editor_description);

View File

@ -10,27 +10,27 @@ class AIAction : public Resource {
GDCLASS(AIAction, Resource);
public:
int get_default_priority() const;
void set_default_priority(const int value);
int get_utility() const;
void set_utility(const int value);
int get_priority(Entity *entity);
int get_priority_bind(Node *entity);
int _get_priority(Node *entity);
bool should_use(Entity *entity);
bool should_use_bind(Node *entity);
void set_owner(Entity *entity);
void set_owner_bind(Node *entity);
Entity *get_owner();
void set_editor_description(const String &p_editor_description);
String get_editor_description() const;
void update(float delta);
void execute();
AIAction();
protected:
static void _bind_methods();
private:
int _default_priority;
int _utility;
Entity *_owner;
};
#endif