48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
#include "state.hpp"
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#include "../goap/action.hpp"
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#include "../goap/actor_world_state.hpp"
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#include "../utils/godot_macros.hpp"
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namespace goap {
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void State::_bind_methods() {
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#define CLASSNAME State
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GDSIGNAL("state_finished");
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GDSIGNAL("state_failed");
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GDSIGNAL("end_state");
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}
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void State::_enter_tree() {
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this->world_state = this->get_node<ActorWorldState>("../ActorWorldState");
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}
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void State::_process(double) {
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if(this->is_action_done() && this->get_action()->get_require_state_complete())
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this->end_state();
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}
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void State::interrupt_state() {
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this->_end_state();
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this->queue_free();
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}
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void State::end_state() {
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this->interrupt_state();
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this->emit_signal(this->is_action_done() ? "state_finished" : "state_failed");
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this->emit_signal("end_state");
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}
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Action const *State::get_action() const {
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return this->action;
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}
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void State::_end_state() {}
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bool State::is_action_done() const {
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return this->action->is_completed(this->world_state);
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}
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bool State::is_action_done_interrupt() const {
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return this->is_action_done() && !this->action->get_require_state_complete();
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}
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}
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