feat: fixed global fetching, added get_player_character/position to global world state
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@ -1,10 +1,13 @@
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#include "global_world_state.hpp"
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#include "character_actor.hpp"
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#include "utils/game_root.hpp"
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#include "utils/godot_macros.h"
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#include <godot_cpp/variant/utility_functions.hpp>
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namespace godot::goap {
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void GlobalWorldState::_bind_methods() {
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#define CLASSNAME GlobalWorldState
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GDFUNCTION(get_player_character);
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}
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bool GlobalWorldState::has_singleton() {
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@ -15,29 +18,31 @@ GlobalWorldState *GlobalWorldState::get_singleton() {
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return GlobalWorldState::singleton_instance;
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}
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void GlobalWorldState::_enter_tree() {
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if(GlobalWorldState::singleton_instance == nullptr)
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void GlobalWorldState::_enter_tree() { GDGAMEONLY();
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if(GlobalWorldState::singleton_instance == nullptr) {
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GlobalWorldState::singleton_instance = this;
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}
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}
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void GlobalWorldState::_ready() {
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this->game_mode = GameRoot::get_singleton()->get_game_mode();
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}
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void GlobalWorldState::_exit_tree() {
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void GlobalWorldState::_exit_tree() { GDGAMEONLY();
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if(GlobalWorldState::singleton_instance == this)
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GlobalWorldState::singleton_instance = nullptr;
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}
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void GlobalWorldState::_process(double delta_time) {
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void GlobalWorldState::_process(double delta_time) { GDGAMEONLY();
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global_state_cache.clear(); // invalidate cache
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}
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Vector3 GlobalWorldState::get_player_position() {
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return this->game_mode->get_player_instance()->get_character()->get_global_position();
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Vector3 GlobalWorldState::get_player_position() const {
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return this->get_player_character()->get_global_position();
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}
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CharacterActor *GlobalWorldState::get_player_character() const {
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return Ref<TunnelsGameMode>(GameRoot::get_singleton()->get_game_mode())->get_player_instance()->get_character();
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}
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Variant GlobalWorldState::get_world_property(StringName prop_key) {
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UtilityFunctions::print("fetching: ", prop_key);
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// check if prop key corresponds to a global key
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if(!prop_key.begins_with("g_"))
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return nullptr;
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@ -45,13 +50,14 @@ Variant GlobalWorldState::get_world_property(StringName prop_key) {
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else if(global_state_cache.has(prop_key))
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return global_state_cache.get(prop_key);
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// fetch by function name
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StringName const fn = "get_" + prop_key.right(prop_key.length() - 2);
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StringName const fn = "get_" + prop_key.erase(0, 2);
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if(this->has_method(fn)) {
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Variant result = this->call(fn);
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// cache and return
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this->global_state_cache.insert(prop_key, result);
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return result;
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}
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abort();
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return nullptr;
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}
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@ -14,16 +14,15 @@ public:
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static GlobalWorldState *get_singleton();
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virtual void _enter_tree() override;
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virtual void _ready() override;
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virtual void _exit_tree() override;
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virtual void _process(double delta_time) override;
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Vector3 get_player_position();
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Vector3 get_player_position() const;
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CharacterActor *get_player_character() const;
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Variant get_world_property(StringName prop_key);
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private:
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WorldState global_state_cache{};
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Ref<TunnelsGameMode> game_mode{};
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static GlobalWorldState *singleton_instance;
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};
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}
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