feat: created global world state singleton

This commit is contained in:
Sara 2024-03-25 21:58:30 +01:00
parent e0261a033e
commit 6e55e5293f
2 changed files with 87 additions and 0 deletions

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#include "global_world_state.hpp"
#include "character_actor.hpp"
#include "utils/game_root.hpp"
namespace godot::goap {
void GlobalWorldState::_bind_methods() {
#define CLASSNAME GlobalWorldState
}
bool GlobalWorldState::has_singleton() {
return GlobalWorldState::singleton_instance != nullptr;
}
void GlobalWorldState::_enter_tree() {
if(GlobalWorldState::singleton_instance == nullptr)
GlobalWorldState::singleton_instance = this;
}
void GlobalWorldState::_ready() {
this->game_mode = GameRoot::get_singleton()->get_game_mode();
}
void GlobalWorldState::_exit_tree() {
if(GlobalWorldState::singleton_instance == this)
GlobalWorldState::singleton_instance = nullptr;
}
void GlobalWorldState::_process(double delta_time) {
global_state_cache.clear(); // invalidate cache
}
Vector3 GlobalWorldState::get_player_position() {
return this->game_mode->get_player_instance()->get_character()->get_global_position();
}
Variant GlobalWorldState::get_world_property(StringName prop_key) {
// check if prop key corresponds to a global key
if(!prop_key.begins_with("g_"))
return nullptr;
// check if the key is cached for this frame
else if(global_state_cache.has(prop_key))
return global_state_cache[prop_key];
// fetch by function name
StringName const fn = "get_" + prop_key.right(prop_key.length() - 2);
if(this->has_method(fn)) {
Variant result = this->call(fn);
// cache and return
this->global_state_cache[prop_key] = result;
return result;
}
return nullptr;
}
GlobalWorldState *GlobalWorldState::singleton_instance{nullptr};
}

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#ifndef GOAP_GLOBAL_WORLD_STATE_HPP
#define GOAP_GLOBAL_WORLD_STATE_HPP
#include "action.hpp"
#include "tunnels_game_mode.hpp"
#include <godot_cpp/classes/node.hpp>
namespace godot::goap {
class GlobalWorldState : public Node {
GDCLASS(GlobalWorldState, Node);
static void _bind_methods();
public:
static bool has_singleton();
static GlobalWorldState *get_singleton();
virtual void _enter_tree() override;
virtual void _ready() override;
virtual void _exit_tree() override;
virtual void _process(double delta_time) override;
Vector3 get_player_position();
Variant get_world_property(StringName prop_key);
private:
WorldState global_state_cache{};
Ref<TunnelsGameMode> game_mode{};
static GlobalWorldState *singleton_instance;
};
}
#endif // !GOAP_GLOBAL_WORLD_STATE_HPP