metro-rts/src/unit.cpp
2024-08-15 21:43:20 +02:00

80 lines
2.3 KiB
C++

#include "unit.hpp"
#include "goap/goal.hpp"
#include "godot_cpp/variant/callable_method_pointer.hpp"
#include "godot_cpp/variant/utility_functions.hpp"
#include "utils/godot_macros.hpp"
#include <godot_cpp/classes/navigation_agent3d.hpp>
void Unit::_bind_methods() {
#define CLASSNAME Unit
}
void Unit::_enter_tree() { GDGAMEONLY();
this->agent = this->get_node<gd::NavigationAgent3D>("NavigationAgent3D");
this->planner = this->get_node<goap::Planner>("Planner");
this->world_state = this->get_node<UnitWorldState>("ActorWorldState");
this->world_state->connect("attention_changed", callable_mp(this, &Unit::stop_plan));
}
void Unit::_process(double delta_time) {
}
void Unit::stop_plan() {
if(this->is_queued_for_deletion())
return;
this->current_plan.clear();
if(this->state && !this->state->is_queued_for_deletion())
this->destroy_state();
this->state = nullptr;
}
void Unit::plan_for_marker(GoalMarker *marker) {
this->destroy_state();
this->world_state->set_target_node(marker);
this->plan_for_goal(marker->get_goal());
}
void Unit::plan_for_goal(gd::Ref<goap::Goal> goal) {
this->current_plan = this->planner->plan_for_goal(goal);
this->next_action();
}
UnitWorldState *Unit::get_world_state() const {
return this->world_state;
}
void Unit::destroy_state() {
if(this->state == nullptr || this->state->is_queued_for_deletion() || !this->state->is_inside_tree())
return;
this->state->queue_free();
this->state = nullptr;
}
void Unit::state_finished() {
if(this->current_plan.is_empty())
this->emit_signal("goal_finished");
this->next_action();
}
void Unit::next_action() {
if(this->state != nullptr && !this->state->is_queued_for_deletion())
this->destroy_state();
this->state = nullptr;
if(this->current_plan.is_empty()) return;
this->state = this->current_plan.get(0)->get_apply_state(this->world_state);
if(state == nullptr) {
this->stop_plan();
gd::UtilityFunctions::push_error("Plan failed to be executed, abandoning");
return;
}
this->current_plan.remove_at(0);
this->add_child(this->state);
this->state->connect("state_finished", this->on_state_finished);
this->state->connect("state_failed", this->on_plan_failed);
}
void Unit::replan_goal() {
this->plan_for_goal(this->current_goal);
}