heliostat/addons/beehave/nodes/beehave_tree.gd

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GDScript3
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2024-07-29 05:10:46 +00:00
@tool
@icon("../icons/tree.svg")
class_name BeehaveTree extends Node
## Controls the flow of execution of the entire behavior tree.
enum { SUCCESS, FAILURE, RUNNING }
enum ProcessThread { IDLE, PHYSICS }
signal tree_enabled
signal tree_disabled
## Whether this behavior tree should be enabled or not.
@export var enabled: bool = true:
set(value):
enabled = value
set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
set_process(enabled and process_thread == ProcessThread.IDLE)
if value:
tree_enabled.emit()
else:
interrupt()
tree_disabled.emit()
get:
return enabled
## How often the tree should tick, in frames. The default value of 1 means
## tick() runs every frame.
@export var tick_rate: int = 1
## An optional node path this behavior tree should apply to.
@export_node_path var actor_node_path: NodePath:
set(anp):
actor_node_path = anp
if actor_node_path != null and str(actor_node_path) != "..":
actor = get_node(actor_node_path)
else:
actor = get_parent()
if Engine.is_editor_hint():
update_configuration_warnings()
## Whether to run this tree in a physics or idle thread.
@export var process_thread: ProcessThread = ProcessThread.PHYSICS:
set(value):
process_thread = value
set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
set_process(enabled and process_thread == ProcessThread.IDLE)
## Custom blackboard node. An internal blackboard will be used
## if no blackboard is provided explicitly.
@export var blackboard: Blackboard:
set(b):
blackboard = b
if blackboard and _internal_blackboard:
remove_child(_internal_blackboard)
_internal_blackboard.free()
_internal_blackboard = null
elif not blackboard and not _internal_blackboard:
_internal_blackboard = Blackboard.new()
add_child(_internal_blackboard, false, Node.INTERNAL_MODE_BACK)
get:
# in case blackboard is accessed before this node is,
# we need to ensure that the internal blackboard is used.
if not blackboard and not _internal_blackboard:
_internal_blackboard = Blackboard.new()
add_child(_internal_blackboard, false, Node.INTERNAL_MODE_BACK)
return blackboard if blackboard else _internal_blackboard
## When enabled, this tree is tracked individually
## as a custom monitor.
@export var custom_monitor = false:
set(b):
custom_monitor = b
if custom_monitor and _process_time_metric_name != "":
Performance.add_custom_monitor(
_process_time_metric_name, _get_process_time_metric_value
)
_get_global_metrics().register_tree(self)
else:
if _process_time_metric_name != "":
# Remove tree metric from the engine
Performance.remove_custom_monitor(_process_time_metric_name)
_get_global_metrics().unregister_tree(self)
BeehaveDebuggerMessages.unregister_tree(get_instance_id())
@export var actor: Node:
set(a):
actor = a
if actor == null:
actor = get_parent()
if Engine.is_editor_hint():
update_configuration_warnings()
var status: int = -1
var last_tick: int = 0
var _internal_blackboard: Blackboard
var _process_time_metric_name: String
var _process_time_metric_value: float = 0.0
var _can_send_message: bool = false
func _ready() -> void:
var connect_scene_tree_signal = func(signal_name: String, is_added: bool):
if not get_tree().is_connected(signal_name, _on_scene_tree_node_added_removed.bind(is_added)):
get_tree().connect(signal_name, _on_scene_tree_node_added_removed.bind(is_added))
connect_scene_tree_signal.call("node_added", true)
connect_scene_tree_signal.call("node_removed", false)
if not process_thread:
process_thread = ProcessThread.PHYSICS
if not actor:
if actor_node_path:
actor = get_node(actor_node_path)
else:
actor = get_parent()
if not blackboard:
# invoke setter to auto-initialise the blackboard.
self.blackboard = null
# Get the name of the parent node name for metric
_process_time_metric_name = (
"beehave [microseconds]/process_time_%s-%s" % [actor.name, get_instance_id()]
)
set_physics_process(enabled and process_thread == ProcessThread.PHYSICS)
set_process(enabled and process_thread == ProcessThread.IDLE)
# Register custom metric to the engine
if custom_monitor and not Engine.is_editor_hint():
Performance.add_custom_monitor(_process_time_metric_name, _get_process_time_metric_value)
_get_global_metrics().register_tree(self)
if Engine.is_editor_hint():
update_configuration_warnings.call_deferred()
else:
_get_global_debugger().register_tree(self)
BeehaveDebuggerMessages.register_tree(_get_debugger_data(self))
# Randomize at what frames tick() will happen to avoid stutters
last_tick = randi_range(0, tick_rate - 1)
func _on_scene_tree_node_added_removed(node: Node, is_added: bool) -> void:
if Engine.is_editor_hint():
return
if node is BeehaveNode and is_ancestor_of(node):
var sgnal := node.ready if is_added else node.tree_exited
if is_added:
sgnal.connect(
func() -> void: BeehaveDebuggerMessages.register_tree(_get_debugger_data(self)),
CONNECT_ONE_SHOT
)
else:
sgnal.connect(
func() -> void:
BeehaveDebuggerMessages.unregister_tree(get_instance_id())
request_ready()
)
func _physics_process(_delta: float) -> void:
_process_internally()
func _process(_delta: float) -> void:
_process_internally()
func _process_internally() -> void:
if Engine.is_editor_hint():
return
if last_tick < tick_rate - 1:
last_tick += 1
return
last_tick = 0
# Start timing for metric
var start_time = Time.get_ticks_usec()
blackboard.set_value("can_send_message", _can_send_message)
if _can_send_message:
BeehaveDebuggerMessages.process_begin(get_instance_id())
if self.get_child_count() == 1:
tick()
if _can_send_message:
BeehaveDebuggerMessages.process_end(get_instance_id())
# Check the cost for this frame and save it for metric report
_process_time_metric_value = Time.get_ticks_usec() - start_time
func tick() -> int:
if actor == null or get_child_count() == 0:
return FAILURE
var child := self.get_child(0)
if status != RUNNING:
child.before_run(actor, blackboard)
status = child.tick(actor, blackboard)
if _can_send_message:
BeehaveDebuggerMessages.process_tick(child.get_instance_id(), status)
BeehaveDebuggerMessages.process_tick(get_instance_id(), status)
# Clear running action if nothing is running
if status != RUNNING:
blackboard.set_value("running_action", null, str(actor.get_instance_id()))
child.after_run(actor, blackboard)
return status
func _get_configuration_warnings() -> PackedStringArray:
var warnings: PackedStringArray = []
if actor == null:
warnings.append("Configure target node on tree")
if get_children().any(func(x): return not (x is BeehaveNode)):
warnings.append("All children of this node should inherit from BeehaveNode class.")
if get_child_count() != 1:
warnings.append("BeehaveTree should have exactly one child node.")
return warnings
## Returns the currently running action
func get_running_action() -> ActionLeaf:
return blackboard.get_value("running_action", null, str(actor.get_instance_id()))
## Returns the last condition that was executed
func get_last_condition() -> ConditionLeaf:
return blackboard.get_value("last_condition", null, str(actor.get_instance_id()))
## Returns the status of the last executed condition
func get_last_condition_status() -> String:
if blackboard.has_value("last_condition_status", str(actor.get_instance_id())):
var status = blackboard.get_value(
"last_condition_status", null, str(actor.get_instance_id())
)
if status == SUCCESS:
return "SUCCESS"
elif status == FAILURE:
return "FAILURE"
else:
return "RUNNING"
return ""
## interrupts this tree if anything was running
func interrupt() -> void:
if self.get_child_count() != 0:
var first_child = self.get_child(0)
if "interrupt" in first_child:
first_child.interrupt(actor, blackboard)
## Enables this tree.
func enable() -> void:
self.enabled = true
## Disables this tree.
func disable() -> void:
self.enabled = false
func _exit_tree() -> void:
if custom_monitor:
if _process_time_metric_name != "":
# Remove tree metric from the engine
Performance.remove_custom_monitor(_process_time_metric_name)
_get_global_metrics().unregister_tree(self)
BeehaveDebuggerMessages.unregister_tree(get_instance_id())
# Called by the engine to profile this tree
func _get_process_time_metric_value() -> int:
return int(_process_time_metric_value)
func _get_debugger_data(node: Node) -> Dictionary:
if not (node is BeehaveTree or node is BeehaveNode):
return {}
var data := {
path = node.get_path(),
name = node.name,
type = node.get_class_name(),
id = str(node.get_instance_id())
}
if node.get_child_count() > 0:
data.children = []
for child in node.get_children():
var child_data := _get_debugger_data(child)
if not child_data.is_empty():
data.children.push_back(child_data)
return data
func get_class_name() -> Array[StringName]:
return [&"BeehaveTree"]
# required to avoid lifecycle issues on initial load
# due to loading order problems with autoloads
func _get_global_metrics() -> Node:
return get_tree().root.get_node("BeehaveGlobalMetrics")
# required to avoid lifecycle issues on initial load
# due to loading order problems with autoloads
func _get_global_debugger() -> Node:
return get_tree().root.get_node("BeehaveGlobalDebugger")