70 lines
1.8 KiB
C++
70 lines
1.8 KiB
C++
#ifndef RTS_UNIT_HPP
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#define RTS_UNIT_HPP
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#include "goal_marker.hpp"
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#include "unit_world_state.hpp"
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#include "goap/goal.hpp"
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#include "goap/planner.hpp"
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#include "utils/godot_macros.hpp"
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#include <godot_cpp/classes/animation_player.hpp>
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#include <godot_cpp/classes/character_body3d.hpp>
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#include <godot_cpp/classes/navigation_agent3d.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/variant/callable.hpp>
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namespace gd = godot;
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GDENUM(UnitTeam,
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Neutral,
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Player,
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Ally,
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Enemy
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);
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class Unit : public gd::CharacterBody3D {
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GDCLASS(Unit, gd::CharacterBody3D);
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static void _bind_methods();
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public:
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virtual void _enter_tree() override;
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void stop_plan();
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void begin_marker_temporary(GoalMarker *marker);
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void begin_goal(gd::Ref<goap::Goal> goal);
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void set_target_goal(gd::Node3D *target, gd::Ref<goap::Goal> goal);
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void fire_at_target();
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void aim_at(gd::Node3D *node);
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void on_death(Unit *damage_source);
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UnitWorldState *get_world_state() const;
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gd::Transform3D get_eye_transform() const;
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UnitTeam get_team() const;
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void set_configure_team(int value);
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int get_configure_team() const;
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private:
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void set_goal_and_plan(gd::Ref<goap::Goal> goal);
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void destroy_state();
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void state_finished();
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void next_action();
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void replan_goal();
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private:
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goap::Plan current_plan{};
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gd::Ref<goap::Goal> current_goal{};
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goap::State *state{nullptr};
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gd::Node3D *eyes{nullptr};
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gd::Callable on_state_finished{callable_mp(this, &Unit::state_finished)};
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gd::Callable on_plan_failed{callable_mp(this, &Unit::replan_goal)};
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UnitTeam team{UnitTeam::Neutral};
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gd::NavigationAgent3D *agent{nullptr};
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gd::AnimationPlayer *anim_player{nullptr};
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goap::Planner *planner{nullptr};
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UnitWorldState *world_state{nullptr};
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};
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#endif // !RTS_UNIT_HPP
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