add: Dynamic changes to Behaviour Patterns at runtime Nr.2
This PR makes both FSM and BTree systems work properly when their nodes are moved, removed, added at runtime.
On top of that many nodes are now fine when they don't have important for them nodes as a child or property references. This allows for preparing "empty" slots for intended behaviours or branches and modeling main behaviours with them, that is "slots", in mind. Upcomming warning system can be used instead for important configuration warnings when behaviours are created by hand in the Editor.
Changes:
-
BTRoot,FiniteStateMachine,BTComposite,BTDecorator,FSMStateIntegratedBTandBTIntegratedFSMnodes now can reconfigure themselves when their children are modified at run-time - allow
BTRootto not have any BTBehaviour as a child - allow
FiniteStateMachineto not have any FSMStates as a children - allow
FiniteStateMachineto not have a initial state - allow
FSMStateIntegratedBTto not have any BTRoot as a child - allow
BTIntegratedFSMto not have any FSM as a child -
BTIntegratedFSMhas now default_status property enum for case where it doesn't have FSM child - new method in
BTRoot-swap_entry_point() - new method in
FSMStateIntegratedBT-swap_behaviour_tree() - new method in
BTIntegratedFSM-swap_finite_state_machine() - make
FSMStatesand extended nodes update their transitions list when children are added/removed -
FSMStateIntegratedBTdisables autostart of its BTRoot -
BTIntegratedFSMdisables autostart of its FSM - made
FSMStateextensible without need to call super() on _ready() - made
BTRandomextensible without need to call super() on _ready() - Added few missing documentation comments, to outline how nodes are intended to work and how they should be edited also at run-time.
Changes after review 1
- removed
_disable_autostart()in FSM and BTRoot - made
BTRootandFSMset theirautostarttofalseand hide them in Editor Inspector if their parent is a integration type node - made
BTRootandFSMa @tool - added Engine.is_engine_hint guards to ready, callbacks and processes for
BTRootandFSM - added
keep_groupoptional property toswap_'nodetype'()methods, it allows to preserve original nodes groups from swapped node in the new node
Changes after review 2
If you wish to add, remove, move FSMState nodes at run-time first add new FSMStates stop the FSM with method FiniteStateMachine.exit_active_state_and_stop and re-start it with method method FiniteStateMachine.start providing one of the new states either as start method property or change member FiniteStateMachine.initial_state before running start(). After this procedure you can delete unused states.
- made
activeproperty read-only - modified
start()in fsm.gd to acceptFSMStateproperty as a start point - new method exit_active_state_and_stop() to pair with
start() - above two changes make FSM startable and stoppable for example to safely modify
FSMStatesand resume running of the FSM - removed some
ifguards from proccess function and made checks when something changes in the setup - made BTRoot cleanups and made it to not check for entry point in processing
- changed some configuration warnings. Mostly changed statement that state "nodes must have child nodes", to "nodes SHOULD have child nodes to work" to inform user that they wont work but nothing bad will happen if they don't
- removed warning for
BTLeafthat "BTLeaf node must not have any children.". Reason is that there is no issue if it has one, it can prevent user to use some nice composition on top ofBTLeaffor no reason :)
Resubmit of #47
@ThePat02 Rebased the branch ready for final review! :)
Can you give me a quick overview of the changes? I'll look into it later this week!
Can you give me a quick overview of the changes? I'll look into it later this week!
Not much from last time you checked. I just had to fix PR because its previous target branch was deleted.
In rebase, I just had to merge few minor stuff mostly, conflicts in documentation. There is now more info how nodes work internally and how to work with them dynamically at runtime if somebody wishes to use that.
I also slightly modified some warning so they will be less, "you can't" -> "you shouldn't, but it's fine if you want to do it".
If you ask about most of the patch, summarizing it's mostly making base nodes smarter when handling non-typical setups, so they will not do weird stuff while being modified at runtime. Plus, it allows for some nice tricks using Godot node/scene system.
On top of that, some API to make modifying BT setup at runtime easier and cleaner. Although using standard API for nodes should still work, user just needs to be more aware how the BT nodes work internally.
On top of that, some API to make modifying BT setup at runtime easier and cleaner. Although using standard API for nodes should still work, user just needs to be more aware how the BT nodes work internally.
Great, I will take a closer look on that too! Thanks for your effort!