#include "actor_world_state.hpp" #ifdef DEBUG_ENABLED #include "godot_cpp/variant/utility_functions.hpp" #endif namespace goap { void ActorWorldState::_bind_methods() { #define CLASSNAME ActorWorldState } bool ActorWorldState::check_property_match(WorldProperty const &property) { return this->get_world_property(property.key) == property.value; } gd::Variant ActorWorldState::get_world_property(gd::String world_prop_name) { #ifdef DEBUG_ENABLED if(!this->has_method("get_" + world_prop_name)) { gd::UtilityFunctions::push_error("tried to get nonexistent property ", world_prop_name); } #endif return this->call("get_" + world_prop_name); } }