diff --git a/addons/beehave/LICENSE b/addons/beehave/LICENSE
new file mode 100644
index 0000000..caabbff
--- /dev/null
+++ b/addons/beehave/LICENSE
@@ -0,0 +1,21 @@
+MIT License
+
+Copyright (c) 2023 bitbrain
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in all
+copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
+SOFTWARE.
diff --git a/addons/beehave/blackboard.gd b/addons/beehave/blackboard.gd
new file mode 100644
index 0000000..e4ad82b
--- /dev/null
+++ b/addons/beehave/blackboard.gd
@@ -0,0 +1,54 @@
+@icon("icons/blackboard.svg")
+class_name Blackboard extends Node
+
+const DEFAULT = "default"
+
+## The blackboard is an object that can be used to store and access data between
+## multiple nodes of the behavior tree.
+@export var blackboard: Dictionary = {}:
+ set(b):
+ blackboard = b
+ _data[DEFAULT] = blackboard
+
+var _data: Dictionary = {}
+
+
+func _ready():
+ _data[DEFAULT] = blackboard
+
+
+func keys() -> Array[String]:
+ var keys: Array[String]
+ keys.assign(_data.keys().duplicate())
+ return keys
+
+
+func set_value(key: Variant, value: Variant, blackboard_name: String = DEFAULT) -> void:
+ if not _data.has(blackboard_name):
+ _data[blackboard_name] = {}
+
+ _data[blackboard_name][key] = value
+
+
+func get_value(
+ key: Variant, default_value: Variant = null, blackboard_name: String = DEFAULT
+) -> Variant:
+ if has_value(key, blackboard_name):
+ return _data[blackboard_name].get(key, default_value)
+ return default_value
+
+
+func has_value(key: Variant, blackboard_name: String = DEFAULT) -> bool:
+ return (
+ _data.has(blackboard_name)
+ and _data[blackboard_name].has(key)
+ and _data[blackboard_name][key] != null
+ )
+
+
+func erase_value(key: Variant, blackboard_name: String = DEFAULT) -> void:
+ if _data.has(blackboard_name):
+ _data[blackboard_name][key] = null
+
+func get_debug_data() -> Dictionary:
+ return _data
diff --git a/addons/beehave/debug/debugger.gd b/addons/beehave/debug/debugger.gd
new file mode 100644
index 0000000..a41e072
--- /dev/null
+++ b/addons/beehave/debug/debugger.gd
@@ -0,0 +1,96 @@
+@tool
+extends EditorDebuggerPlugin
+
+const DebuggerTab := preload("debugger_tab.gd")
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+var debugger_tab := DebuggerTab.new()
+var floating_window: Window
+var session: EditorDebuggerSession
+
+
+func _has_capture(prefix: String) -> bool:
+ return prefix == "beehave"
+
+
+func _capture(message: String, data: Array, session_id: int) -> bool:
+ # in case the behavior tree has invalid setup this might be null
+ if debugger_tab == null:
+ return false
+
+ if message == "beehave:register_tree":
+ debugger_tab.register_tree(data[0])
+ return true
+ if message == "beehave:unregister_tree":
+ debugger_tab.unregister_tree(data[0])
+ return true
+ if message == "beehave:process_tick":
+ debugger_tab.graph.process_tick(data[0], data[1], data[2])
+ return true
+ if message == "beehave:process_begin":
+ debugger_tab.graph.process_begin(data[0], data[1])
+ return true
+ if message == "beehave:process_end":
+ debugger_tab.graph.process_end(data[0], data[1])
+ return true
+ return false
+
+
+func _setup_session(session_id: int) -> void:
+ session = get_session(session_id)
+ session.started.connect(debugger_tab.start)
+ session.stopped.connect(debugger_tab.stop)
+
+ debugger_tab.name = "🐝 Beehave"
+ debugger_tab.make_floating.connect(_on_make_floating)
+ debugger_tab.session = session
+ session.add_session_tab(debugger_tab)
+
+
+func _on_make_floating() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+ if floating_window:
+ _on_window_close_requested()
+ return
+
+ var border_size := Vector2(4, 4) * BeehaveUtils.get_editor_scale()
+ var editor_interface: EditorInterface = plugin.get_editor_interface()
+ var editor_main_screen = editor_interface.get_editor_main_screen()
+ debugger_tab.get_parent().remove_child(debugger_tab)
+
+ floating_window = Window.new()
+
+ var panel := Panel.new()
+ panel.add_theme_stylebox_override(
+ "panel",
+ editor_interface.get_base_control().get_theme_stylebox("PanelForeground", "EditorStyles")
+ )
+ panel.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ floating_window.add_child(panel)
+
+ var margin := MarginContainer.new()
+ margin.add_child(debugger_tab)
+ margin.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
+ margin.add_theme_constant_override("margin_right", border_size.x)
+ margin.add_theme_constant_override("margin_left", border_size.x)
+ margin.add_theme_constant_override("margin_top", border_size.y)
+ margin.add_theme_constant_override("margin_bottom", border_size.y)
+ panel.add_child(margin)
+
+ floating_window.title = "🐝 Beehave"
+ floating_window.wrap_controls = true
+ floating_window.min_size = Vector2i(600, 350)
+ floating_window.size = debugger_tab.size
+ floating_window.position = editor_main_screen.global_position
+ floating_window.transient = true
+ floating_window.close_requested.connect(_on_window_close_requested)
+ editor_interface.get_base_control().add_child(floating_window)
+
+
+func _on_window_close_requested() -> void:
+ debugger_tab.get_parent().remove_child(debugger_tab)
+ session.add_session_tab(debugger_tab)
+ floating_window.queue_free()
+ floating_window = null
diff --git a/addons/beehave/debug/debugger_messages.gd b/addons/beehave/debug/debugger_messages.gd
new file mode 100644
index 0000000..caae409
--- /dev/null
+++ b/addons/beehave/debug/debugger_messages.gd
@@ -0,0 +1,30 @@
+class_name BeehaveDebuggerMessages
+
+
+static func can_send_message() -> bool:
+ return not Engine.is_editor_hint() and OS.has_feature("editor")
+
+
+static func register_tree(beehave_tree: Dictionary) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:register_tree", [beehave_tree])
+
+
+static func unregister_tree(instance_id: int) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:unregister_tree", [instance_id])
+
+
+static func process_tick(instance_id: int, status: int, blackboard: Dictionary = {}) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_tick", [instance_id, status, blackboard])
+
+
+static func process_begin(instance_id: int, blackboard: Dictionary = {}) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_begin", [instance_id, blackboard])
+
+
+static func process_end(instance_id: int, blackboard: Dictionary = {}) -> void:
+ if can_send_message():
+ EngineDebugger.send_message("beehave:process_end", [instance_id, blackboard])
diff --git a/addons/beehave/debug/debugger_tab.gd b/addons/beehave/debug/debugger_tab.gd
new file mode 100644
index 0000000..ec23d29
--- /dev/null
+++ b/addons/beehave/debug/debugger_tab.gd
@@ -0,0 +1,157 @@
+@tool
+class_name BeehaveDebuggerTab extends PanelContainer
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+signal make_floating
+
+const OldBeehaveGraphEdit := preload("old_graph_edit.gd")
+const NewBeehaveGraphEdit := preload("new_graph_edit.gd")
+const NewNodeBlackBoard := preload("new_node_blackboard.gd")
+
+const TREE_ICON := preload("../icons/tree.svg")
+
+var graph
+var container: HSplitContainer
+var graph_container: HSplitContainer
+var item_list: ItemList
+var blackboard_vbox: VBoxContainer
+var message: Label
+
+var active_trees: Dictionary
+var active_tree_id: int = -1
+var session: EditorDebuggerSession
+
+
+func _ready() -> void:
+ container = HSplitContainer.new()
+ add_child(container)
+
+ item_list = ItemList.new()
+ item_list.custom_minimum_size = Vector2(200, 0)
+ item_list.item_selected.connect(_on_item_selected)
+ container.add_child(item_list)
+
+ graph_container = HSplitContainer.new()
+ graph_container.split_offset = 1920
+ graph_container.set_anchors_preset(Control.PRESET_FULL_RECT)
+ container.add_child(graph_container)
+
+ if Engine.get_version_info().minor >= 2:
+ graph = NewBeehaveGraphEdit.new(BeehaveUtils.get_frames())
+ else:
+ graph = OldBeehaveGraphEdit.new(BeehaveUtils.get_frames())
+
+ graph.node_selected.connect(_on_graph_node_selected)
+ graph.node_deselected.connect(_on_graph_node_deselected)
+ graph_container.add_child(graph)
+
+ blackboard_vbox = VBoxContainer.new()
+ blackboard_vbox.custom_minimum_size = Vector2(200, 0)
+ blackboard_vbox.set_anchors_preset(Control.PRESET_FULL_RECT)
+ graph_container.add_child(blackboard_vbox)
+
+ message = Label.new()
+ message.text = "Run Project for debugging"
+ message.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
+ message.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ message.set_anchors_preset(Control.PRESET_CENTER)
+ add_child(message)
+
+ var button := Button.new()
+ button.flat = true
+ button.name = "MakeFloatingButton"
+ button.icon = get_theme_icon(&"ExternalLink", &"EditorIcons")
+ button.pressed.connect(func(): make_floating.emit())
+ button.tooltip_text = "Make floating"
+ button.focus_mode = Control.FOCUS_NONE
+ graph.get_menu_container().add_child(button)
+
+ var toggle_button := Button.new()
+ toggle_button.flat = true
+ toggle_button.name = "TogglePanelButton"
+ toggle_button.icon = get_theme_icon(&"Back", &"EditorIcons")
+ toggle_button.pressed.connect(_on_toggle_button_pressed.bind(toggle_button))
+ toggle_button.tooltip_text = "Toggle Panel"
+ toggle_button.focus_mode = Control.FOCUS_NONE
+ graph.get_menu_container().add_child(toggle_button)
+ graph.get_menu_container().move_child(toggle_button, 0)
+
+ stop()
+ visibility_changed.connect(_on_visibility_changed)
+
+
+func start() -> void:
+ container.visible = true
+ message.visible = false
+
+
+func stop() -> void:
+ container.visible = false
+ message.visible = true
+
+ active_trees.clear()
+ item_list.clear()
+ graph.beehave_tree = {}
+
+
+func register_tree(data: Dictionary) -> void:
+ if not active_trees.has(data.id):
+ var idx := item_list.add_item(data.name, TREE_ICON)
+ item_list.set_item_tooltip(idx, data.path)
+ item_list.set_item_metadata(idx, data.id)
+
+ active_trees[data.id] = data
+
+ if active_tree_id == data.id.to_int():
+ graph.beehave_tree = data
+
+
+func unregister_tree(instance_id: int) -> void:
+ var id := str(instance_id)
+ for i in item_list.item_count:
+ if item_list.get_item_metadata(i) == id:
+ item_list.remove_item(i)
+ break
+
+ active_trees.erase(id)
+
+ if graph.beehave_tree.get("id", "") == id:
+ graph.beehave_tree = {}
+
+
+func _on_toggle_button_pressed(toggle_button: Button) -> void:
+ item_list.visible = !item_list.visible
+ toggle_button.icon = get_theme_icon(
+ &"Back" if item_list.visible else &"Forward", &"EditorIcons"
+ )
+
+
+func _on_item_selected(idx: int) -> void:
+ var id: StringName = item_list.get_item_metadata(idx)
+ graph.beehave_tree = active_trees.get(id, {})
+
+ # Clear our any loaded blackboards
+ for child in blackboard_vbox.get_children():
+ child.free()
+
+ active_tree_id = id.to_int()
+ if session != null:
+ session.send_message("beehave:activate_tree", [active_tree_id])
+
+func _on_graph_node_selected(node: GraphNode) -> void:
+ var node_blackboard: VBoxContainer = NewNodeBlackBoard.new(BeehaveUtils.get_frames(), node)
+ blackboard_vbox.add_child(node_blackboard)
+
+func _on_graph_node_deselected(node: GraphNode) -> void:
+ var matches: Array = blackboard_vbox\
+ .get_children()\
+ .filter(func (child): return child.name == node.name)
+
+ for child in matches:
+ child.free()
+
+
+func _on_visibility_changed() -> void:
+ if session != null:
+ session.send_message("beehave:visibility_changed", [visible and is_visible_in_tree()])
diff --git a/addons/beehave/debug/global_debugger.gd b/addons/beehave/debug/global_debugger.gd
new file mode 100644
index 0000000..7350b3e
--- /dev/null
+++ b/addons/beehave/debug/global_debugger.gd
@@ -0,0 +1,38 @@
+extends Node
+
+var _registered_trees: Dictionary
+var _active_tree
+
+
+func _enter_tree() -> void:
+ EngineDebugger.register_message_capture("beehave", _on_debug_message)
+
+
+func _on_debug_message(message: String, data: Array) -> bool:
+ if message == "activate_tree":
+ _set_active_tree(data[0])
+ return true
+ if message == "visibility_changed":
+ if _active_tree && is_instance_valid(_active_tree):
+ _active_tree._can_send_message = data[0]
+ return true
+ return false
+
+
+func _set_active_tree(tree_id: int) -> void:
+ var tree = _registered_trees.get(tree_id, null)
+ if not tree:
+ return
+
+ if _active_tree && is_instance_valid(_active_tree):
+ _active_tree._can_send_message = false
+ _active_tree = tree
+ _active_tree._can_send_message = true
+
+
+func register_tree(tree) -> void:
+ _registered_trees[tree.get_instance_id()] = tree
+
+
+func unregister_tree(tree) -> void:
+ _registered_trees.erase(tree.get_instance_id())
diff --git a/addons/beehave/debug/icons/horizontal_layout.svg b/addons/beehave/debug/icons/horizontal_layout.svg
new file mode 100644
index 0000000..235dc62
--- /dev/null
+++ b/addons/beehave/debug/icons/horizontal_layout.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/horizontal_layout.svg.import b/addons/beehave/debug/icons/horizontal_layout.svg.import
new file mode 100644
index 0000000..539e518
--- /dev/null
+++ b/addons/beehave/debug/icons/horizontal_layout.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bah77esichnyx"
+path="res://.godot/imported/horizontal_layout.svg-d2a7af351e44f9bf61d0c938b6f47fac.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/horizontal_layout.svg"
+dest_files=["res://.godot/imported/horizontal_layout.svg-d2a7af351e44f9bf61d0c938b6f47fac.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_bottom.svg b/addons/beehave/debug/icons/port_bottom.svg
new file mode 100644
index 0000000..3ce70e7
--- /dev/null
+++ b/addons/beehave/debug/icons/port_bottom.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/port_bottom.svg.import b/addons/beehave/debug/icons/port_bottom.svg.import
new file mode 100644
index 0000000..8845c5b
--- /dev/null
+++ b/addons/beehave/debug/icons/port_bottom.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://da3b236rjbqns"
+path="res://.godot/imported/port_bottom.svg-e5c5c61b642a79ab9c2b66ff56603d34.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/port_bottom.svg"
+dest_files=["res://.godot/imported/port_bottom.svg-e5c5c61b642a79ab9c2b66ff56603d34.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_left.svg b/addons/beehave/debug/icons/port_left.svg
new file mode 100644
index 0000000..c1f6717
--- /dev/null
+++ b/addons/beehave/debug/icons/port_left.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/port_left.svg.import b/addons/beehave/debug/icons/port_left.svg.import
new file mode 100644
index 0000000..7ea9827
--- /dev/null
+++ b/addons/beehave/debug/icons/port_left.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bnufc8p6spdtn"
+path="res://.godot/imported/port_left.svg-69cd927c4db555f1edbb8d1f553ea2fd.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/port_left.svg"
+dest_files=["res://.godot/imported/port_left.svg-69cd927c4db555f1edbb8d1f553ea2fd.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_right.svg b/addons/beehave/debug/icons/port_right.svg
new file mode 100644
index 0000000..2560af5
--- /dev/null
+++ b/addons/beehave/debug/icons/port_right.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/port_right.svg.import b/addons/beehave/debug/icons/port_right.svg.import
new file mode 100644
index 0000000..20931cd
--- /dev/null
+++ b/addons/beehave/debug/icons/port_right.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bbmd6vk23ympm"
+path="res://.godot/imported/port_right.svg-f760bd8be2dd613d0d3848c998c92a2a.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/port_right.svg"
+dest_files=["res://.godot/imported/port_right.svg-f760bd8be2dd613d0d3848c998c92a2a.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/port_top.svg b/addons/beehave/debug/icons/port_top.svg
new file mode 100644
index 0000000..d3b99e1
--- /dev/null
+++ b/addons/beehave/debug/icons/port_top.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/port_top.svg.import b/addons/beehave/debug/icons/port_top.svg.import
new file mode 100644
index 0000000..dec7820
--- /dev/null
+++ b/addons/beehave/debug/icons/port_top.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bw8wmxdfom8eh"
+path="res://.godot/imported/port_top.svg-d1b336cdc6a0dd570305782a1e56f61d.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/port_top.svg"
+dest_files=["res://.godot/imported/port_top.svg-d1b336cdc6a0dd570305782a1e56f61d.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/icons/vertical_layout.svg b/addons/beehave/debug/icons/vertical_layout.svg
new file mode 100644
index 0000000..d59ffb0
--- /dev/null
+++ b/addons/beehave/debug/icons/vertical_layout.svg
@@ -0,0 +1 @@
+
\ No newline at end of file
diff --git a/addons/beehave/debug/icons/vertical_layout.svg.import b/addons/beehave/debug/icons/vertical_layout.svg.import
new file mode 100644
index 0000000..8ddcfca
--- /dev/null
+++ b/addons/beehave/debug/icons/vertical_layout.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bpyxu6i1dx5qh"
+path="res://.godot/imported/vertical_layout.svg-1a08fee4b09812a05bcf3defb8afcc4c.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/debug/icons/vertical_layout.svg"
+dest_files=["res://.godot/imported/vertical_layout.svg-1a08fee4b09812a05bcf3defb8afcc4c.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/debug/new_frames.gd b/addons/beehave/debug/new_frames.gd
new file mode 100644
index 0000000..4b739fd
--- /dev/null
+++ b/addons/beehave/debug/new_frames.gd
@@ -0,0 +1,69 @@
+@tool
+extends RefCounted
+
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+
+const SUCCESS_COLOR := Color("#07783a")
+const NORMAL_COLOR := Color("#15181e")
+const FAILURE_COLOR := Color("#82010b")
+const RUNNING_COLOR := Color("#c29c06")
+
+var panel_normal: StyleBoxFlat
+var panel_success: StyleBoxFlat
+var panel_failure: StyleBoxFlat
+var panel_running: StyleBoxFlat
+
+var titlebar_normal: StyleBoxFlat
+var titlebar_success: StyleBoxFlat
+var titlebar_failure: StyleBoxFlat
+var titlebar_running: StyleBoxFlat
+
+
+func _init() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+
+
+ titlebar_normal = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"titlebar", &"GraphNode")\
+ .duplicate()
+ )
+ titlebar_success = titlebar_normal.duplicate()
+ titlebar_failure = titlebar_normal.duplicate()
+ titlebar_running = titlebar_normal.duplicate()
+
+ titlebar_success.bg_color = SUCCESS_COLOR
+ titlebar_failure.bg_color = FAILURE_COLOR
+ titlebar_running.bg_color = RUNNING_COLOR
+
+ titlebar_success.border_color = SUCCESS_COLOR
+ titlebar_failure.border_color = FAILURE_COLOR
+ titlebar_running.border_color = RUNNING_COLOR
+
+
+ panel_normal = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"panel", &"GraphNode")
+ .duplicate()
+ )
+ panel_success = (
+ plugin
+ .get_editor_interface()
+ .get_base_control()
+ .get_theme_stylebox(&"panel_selected", &"GraphNode")
+ .duplicate()
+ )
+ panel_failure = panel_success.duplicate()
+ panel_running = panel_success.duplicate()
+
+ panel_success.border_color = SUCCESS_COLOR
+ panel_failure.border_color = FAILURE_COLOR
+ panel_running.border_color = RUNNING_COLOR
diff --git a/addons/beehave/debug/new_graph_edit.gd b/addons/beehave/debug/new_graph_edit.gd
new file mode 100644
index 0000000..8e0c607
--- /dev/null
+++ b/addons/beehave/debug/new_graph_edit.gd
@@ -0,0 +1,297 @@
+@tool
+extends GraphEdit
+
+const BeehaveGraphNode := preload("new_graph_node.gd")
+
+const HORIZONTAL_LAYOUT_ICON := preload("icons/horizontal_layout.svg")
+const VERTICAL_LAYOUT_ICON := preload("icons/vertical_layout.svg")
+
+const PROGRESS_SHIFT: int = 50
+const INACTIVE_COLOR: Color = Color("#898989")
+const ACTIVE_COLOR: Color = Color("#c29c06")
+const SUCCESS_COLOR: Color = Color("#07783a")
+
+
+var updating_graph: bool = false
+var arraging_nodes: bool = false
+var beehave_tree: Dictionary:
+ set(value):
+ if beehave_tree == value:
+ return
+ beehave_tree = value
+ active_nodes.clear()
+ _update_graph()
+
+var horizontal_layout: bool = false:
+ set(value):
+ if updating_graph or arraging_nodes:
+ return
+ if horizontal_layout == value:
+ return
+ horizontal_layout = value
+ _update_layout_button()
+ _update_graph()
+
+
+var frames:RefCounted
+var active_nodes: Array[String]
+var progress: int = 0
+var layout_button: Button
+
+
+func _init(frames:RefCounted) -> void:
+ self.frames = frames
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(100, 300)
+ set("show_arrange_button", true)
+ minimap_enabled = false
+ layout_button = Button.new()
+ layout_button.flat = true
+ layout_button.focus_mode = Control.FOCUS_NONE
+ layout_button.pressed.connect(func(): horizontal_layout = not horizontal_layout)
+ get_menu_container().add_child(layout_button)
+ _update_layout_button()
+
+
+func _update_graph() -> void:
+ if updating_graph:
+ return
+
+ updating_graph = true
+
+ clear_connections()
+
+ for child in _get_child_nodes():
+ remove_child(child)
+ child.queue_free()
+
+ if not beehave_tree.is_empty():
+ _add_nodes(beehave_tree)
+ _connect_nodes(beehave_tree)
+ _arrange_nodes.call_deferred(beehave_tree)
+
+ updating_graph = false
+
+
+func _add_nodes(node: Dictionary) -> void:
+ if node.is_empty():
+ return
+ var gnode := BeehaveGraphNode.new(frames, horizontal_layout)
+ add_child(gnode)
+ gnode.title_text = node.name
+ gnode.name = node.id
+ gnode.icon = _get_icon(node.type.back())
+
+ if node.type.has(&"BeehaveTree"):
+ gnode.set_slots(false, true)
+ elif node.type.has(&"Leaf"):
+ gnode.set_slots(true, false)
+ elif node.type.has(&"Composite") or node.type.has(&"Decorator"):
+ gnode.set_slots(true, true)
+
+ for child in node.get("children", []):
+ _add_nodes(child)
+
+
+func _connect_nodes(node: Dictionary) -> void:
+ for child in node.get("children", []):
+ connect_node(node.id, 0, child.id, 0)
+ _connect_nodes(child)
+
+
+func _arrange_nodes(node: Dictionary) -> void:
+ if arraging_nodes:
+ return
+
+ arraging_nodes = true
+
+ var tree_node := _create_tree_nodes(node)
+ tree_node.update_positions(horizontal_layout)
+ _place_nodes(tree_node)
+
+ arraging_nodes = false
+
+
+func _create_tree_nodes(node: Dictionary, root: TreeNode = null) -> TreeNode:
+ var tree_node := TreeNode.new(get_node(node.id), root)
+ for child in node.get("children", []):
+ var child_node := _create_tree_nodes(child, tree_node)
+ tree_node.children.push_back(child_node)
+ return tree_node
+
+
+func _place_nodes(node: TreeNode) -> void:
+ node.item.position_offset = Vector2(node.x, node.y)
+ for child in node.children:
+ _place_nodes(child)
+
+
+func _get_icon(type: StringName) -> Texture2D:
+ var classes := ProjectSettings.get_global_class_list()
+ for c in classes:
+ if c["class"] == type:
+ var icon_path := c.get("icon", String())
+ if not icon_path.is_empty():
+ return load(icon_path)
+ return null
+
+
+func get_menu_container() -> Control:
+ return call("get_menu_hbox")
+
+
+func get_status(status: int) -> String:
+ if status == 0:
+ return "SUCCESS"
+ elif status == 1:
+ return "FAILURE"
+ return "RUNNING"
+
+
+func process_begin(instance_id: int, blackboard = null) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ child.set_meta("status", -1)
+
+
+func process_tick(instance_id: int, status: int, blackboard = null) -> void:
+ var node := get_node_or_null(str(instance_id))
+ if node:
+ node.text = "Status: %s" % get_status(status)
+ node.set_status(status)
+ node.set_meta("status", status)
+ node.blackboard = blackboard
+ if status == BeehaveNode.SUCCESS or status == BeehaveNode.RUNNING:
+ if not active_nodes.has(node.name):
+ active_nodes.push_back(node.name)
+
+
+func process_end(instance_id: int, blackboard = null) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ var status := child.get_meta("status", -1)
+ match status:
+ BeehaveNode.SUCCESS:
+ active_nodes.erase(child.name)
+ child.set_color(SUCCESS_COLOR)
+ BeehaveNode.FAILURE:
+ active_nodes.erase(child.name)
+ child.set_color(INACTIVE_COLOR)
+ BeehaveNode.RUNNING:
+ child.set_color(ACTIVE_COLOR)
+ _:
+ child.text = " "
+ child.set_status(status)
+ child.set_color(INACTIVE_COLOR)
+
+
+func _is_same_tree(instance_id: int) -> bool:
+ return str(instance_id) == beehave_tree.get("id", "")
+
+
+func _get_child_nodes() -> Array[Node]:
+ return get_children().filter(func(child): return child is BeehaveGraphNode)
+
+
+func _get_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ for child in _get_child_nodes():
+ for port in child.get_input_port_count():
+ if not (child.position_offset + child.get_input_port_position(port)).is_equal_approx(to_position):
+ continue
+ to_position = child.position_offset + child.get_custom_input_port_position(horizontal_layout)
+ for port in child.get_output_port_count():
+ if not (child.position_offset + child.get_output_port_position(port)).is_equal_approx(from_position):
+ continue
+ from_position = child.position_offset + child.get_custom_output_port_position(horizontal_layout)
+ return _get_elbow_connection_line(from_position, to_position)
+
+
+func _get_elbow_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ var points: PackedVector2Array
+
+ points.push_back(from_position)
+
+ var mid_position := ((to_position + from_position) / 2).round()
+ if horizontal_layout:
+ points.push_back(Vector2(mid_position.x, from_position.y))
+ points.push_back(Vector2(mid_position.x, to_position.y))
+ else:
+ points.push_back(Vector2(from_position.x, mid_position.y))
+ points.push_back(Vector2(to_position.x, mid_position.y))
+
+ points.push_back(to_position)
+
+ return points
+
+
+func _process(delta: float) -> void:
+ if not active_nodes.is_empty():
+ progress += 10 if delta >= 0.05 else 1
+ if progress >= 1000:
+ progress = 0
+ queue_redraw()
+
+
+func _draw() -> void:
+ if active_nodes.is_empty():
+ return
+
+ var circle_size: float = max(3, 6 * zoom)
+ var progress_shift: float = PROGRESS_SHIFT * zoom
+
+ var connections := get_connection_list()
+ for c in connections:
+ var from_node: StringName
+ var to_node: StringName
+
+ from_node = c.from_node
+ to_node = c.to_node
+
+ if not from_node in active_nodes or not c.to_node in active_nodes:
+ continue
+
+ var from := get_node(String(from_node))
+ var to := get_node(String(to_node))
+
+ if from.get_meta("status", -1) < 0 or to.get_meta("status", -1) < 0:
+ return
+
+ var output_port_position: Vector2
+ var input_port_position: Vector2
+
+ var scale_factor: float = from.get_rect().size.x / from.size.x
+
+ var line := _get_elbow_connection_line(
+ from.position + from.get_custom_output_port_position(horizontal_layout) * scale_factor,
+ to.position + to.get_custom_input_port_position(horizontal_layout) * scale_factor
+ )
+
+ var curve = Curve2D.new()
+ for l in line:
+ curve.add_point(l)
+
+ var max_steps := int(curve.get_baked_length())
+ var current_shift := progress % max_steps
+ var p := curve.sample_baked(current_shift)
+ draw_circle(p, circle_size, ACTIVE_COLOR)
+
+ var shift := current_shift - progress_shift
+ while shift >= 0:
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift -= progress_shift
+
+ shift = current_shift + progress_shift
+ while shift <= curve.get_baked_length():
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift += progress_shift
+
+
+func _update_layout_button() -> void:
+ layout_button.icon = VERTICAL_LAYOUT_ICON if horizontal_layout else HORIZONTAL_LAYOUT_ICON
+ layout_button.tooltip_text = "Switch to Vertical layout" if horizontal_layout else "Switch to Horizontal layout"
diff --git a/addons/beehave/debug/new_graph_node.gd b/addons/beehave/debug/new_graph_node.gd
new file mode 100644
index 0000000..dbef42b
--- /dev/null
+++ b/addons/beehave/debug/new_graph_node.gd
@@ -0,0 +1,192 @@
+@tool
+extends GraphNode
+
+signal blackboard_updated
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const PORT_TOP_ICON := preload("icons/port_top.svg")
+const PORT_BOTTOM_ICON := preload("icons/port_bottom.svg")
+const PORT_LEFT_ICON := preload("icons/port_left.svg")
+const PORT_RIGHT_ICON := preload("icons/port_right.svg")
+
+
+@export var title_text: String:
+ set(value):
+ title_text = value
+ if title_label:
+ title_label.text = value
+
+@export var text: String:
+ set(value):
+ text = value
+ if label:
+ label.text = " " if text.is_empty() else text
+
+@export var icon: Texture2D:
+ set(value):
+ icon = value
+ if icon_rect:
+ icon_rect.texture = value
+
+@export var blackboard: Dictionary:
+ set(value):
+ blackboard = value
+ blackboard_updated.emit()
+
+var layout_size: float:
+ get:
+ return size.y if horizontal else size.x
+
+
+var icon_rect: TextureRect
+var title_label: Label
+var label: Label
+var titlebar_hbox: HBoxContainer
+
+var frames: RefCounted
+var horizontal: bool = false
+var panels_tween: Tween
+
+
+func _init(frames:RefCounted, horizontal: bool = false) -> void:
+ self.frames = frames
+ self.horizontal = horizontal
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(50, 50) * BeehaveUtils.get_editor_scale()
+ draggable = false
+
+ add_theme_color_override("close_color", Color.TRANSPARENT)
+ add_theme_icon_override("close", ImageTexture.new())
+
+ # For top port
+ var top_port: Control = Control.new()
+ add_child(top_port)
+
+ icon_rect = TextureRect.new()
+ icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
+
+ titlebar_hbox = get_titlebar_hbox()
+ titlebar_hbox.get_child(0).queue_free()
+ titlebar_hbox.alignment = BoxContainer.ALIGNMENT_BEGIN
+ titlebar_hbox.add_child(icon_rect)
+
+ title_label = Label.new()
+ title_label.add_theme_color_override("font_color", Color.WHITE)
+ var title_font: Font = get_theme_font("title_font").duplicate()
+ if title_font is FontVariation:
+ title_font.variation_embolden = 1
+ elif title_font is FontFile:
+ title_font.font_weight = 700
+ title_label.add_theme_font_override("font", title_font)
+ title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ title_label.text = title_text
+ titlebar_hbox.add_child(title_label)
+
+ label = Label.new()
+ label.text = " " if text.is_empty() else text
+ add_child(label)
+
+ # For bottom port
+ add_child(Control.new())
+
+ minimum_size_changed.connect(_on_size_changed)
+ _on_size_changed.call_deferred()
+
+
+func _draw_port(slot_index: int, port_position: Vector2i, left: bool, color: Color) -> void:
+ if horizontal:
+ if is_slot_enabled_left(1):
+ draw_texture(PORT_LEFT_ICON, Vector2(0, size.y / 2) + Vector2(-4, -5), color)
+ if is_slot_enabled_right(1):
+ draw_texture(PORT_RIGHT_ICON, Vector2(size.x, size.y / 2) + Vector2(-5, -4.5), color)
+ else:
+ if slot_index == 0 and is_slot_enabled_left(0):
+ draw_texture(PORT_TOP_ICON, Vector2(size.x / 2, 0) + Vector2(-4.5, -7), color)
+ elif slot_index == 1:
+ draw_texture(PORT_BOTTOM_ICON, Vector2(size.x / 2, size.y) + Vector2(-4.5, -5), color)
+
+
+func get_custom_input_port_position(horizontal: bool) -> Vector2:
+ if horizontal:
+ return Vector2(0, size.y / 2)
+ else:
+ return Vector2(size.x/2, 0)
+
+
+func get_custom_output_port_position(horizontal: bool) -> Vector2:
+ if horizontal:
+ return Vector2(size.x, size.y / 2)
+ else:
+ return Vector2(size.x / 2, size.y)
+
+
+func set_status(status: int) -> void:
+ match status:
+ BeehaveNode.SUCCESS: _set_stylebox_overrides(frames.panel_success, frames.titlebar_success)
+ BeehaveNode.FAILURE: _set_stylebox_overrides(frames.panel_failure, frames.titlebar_failure)
+ BeehaveNode.RUNNING: _set_stylebox_overrides(frames.panel_running, frames.titlebar_running)
+ _: _set_stylebox_overrides(frames.panel_normal, frames.titlebar_normal)
+
+
+func set_slots(left_enabled: bool, right_enabled: bool) -> void:
+ if horizontal:
+ set_slot(1, left_enabled, -1, Color.WHITE, right_enabled, -1, Color.WHITE, PORT_LEFT_ICON, PORT_RIGHT_ICON)
+ else:
+ set_slot(0, left_enabled, -1, Color.WHITE, false, -1, Color.TRANSPARENT, PORT_TOP_ICON, null)
+ set_slot(2, false, -1, Color.TRANSPARENT, right_enabled, -1, Color.WHITE, null, PORT_BOTTOM_ICON)
+
+
+func set_color(color: Color) -> void:
+ set_input_color(color)
+ set_output_color(color)
+
+
+func set_input_color(color: Color) -> void:
+ set_slot_color_left(1 if horizontal else 0, color)
+
+
+func set_output_color(color: Color) -> void:
+ set_slot_color_right(1 if horizontal else 2, color)
+
+
+func _set_stylebox_overrides(panel_stylebox: StyleBox, titlebar_stylebox: StyleBox) -> void:
+ # First update and any status change gets immediate panel update
+ if not has_theme_stylebox_override("panel") or panel_stylebox != frames.panel_normal:
+ if panels_tween:
+ panels_tween.kill()
+ panels_tween = null
+
+ add_theme_stylebox_override("panel", panel_stylebox)
+ add_theme_stylebox_override("titlebar", titlebar_stylebox)
+ return
+
+ # Don't need to do anything if we're already tweening back to normal
+ if panels_tween:
+ return
+
+ # Don't need to do anything if our colors are already the same as a normal
+ var cur_panel_stylebox: StyleBox = get_theme_stylebox("panel")
+ var cur_titlebar_stylebox: StyleBox = get_theme_stylebox("titlebar")
+ if cur_panel_stylebox.bg_color == frames.panel_normal.bg_color:
+ return
+
+ # Apply a duplicate of our current panels that we can tween
+ add_theme_stylebox_override("panel", cur_panel_stylebox.duplicate())
+ add_theme_stylebox_override("titlebar", cur_titlebar_stylebox.duplicate())
+ cur_panel_stylebox = get_theme_stylebox("panel")
+ cur_titlebar_stylebox = get_theme_stylebox("titlebar")
+
+ # Going back to normal is a fade
+ panels_tween = create_tween()
+ panels_tween.parallel().tween_property(cur_panel_stylebox, "bg_color", panel_stylebox.bg_color, 1.0)
+ panels_tween.parallel().tween_property(cur_panel_stylebox, "border_color", panel_stylebox.border_color, 1.0)
+ panels_tween.parallel().tween_property(cur_titlebar_stylebox, "bg_color", panel_stylebox.bg_color, 1.0)
+ panels_tween.parallel().tween_property(cur_titlebar_stylebox, "border_color", panel_stylebox.border_color, 1.0)
+
+
+func _on_size_changed():
+ add_theme_constant_override("port_offset", 12 * BeehaveUtils.get_editor_scale() if horizontal else round(size.x))
diff --git a/addons/beehave/debug/new_node_blackboard.gd b/addons/beehave/debug/new_node_blackboard.gd
new file mode 100644
index 0000000..75c533f
--- /dev/null
+++ b/addons/beehave/debug/new_node_blackboard.gd
@@ -0,0 +1,76 @@
+extends VBoxContainer
+
+var frames: RefCounted
+var graph_node: GraphNode
+
+var item_tree: Tree
+
+func _init(frames: RefCounted, node: GraphNode) -> void:
+ self.frames = frames
+ graph_node = node
+
+ graph_node.blackboard_updated.connect(_update_list)
+
+func _ready() -> void:
+ name = graph_node.name
+
+ set_anchors_preset(Control.PRESET_FULL_RECT)
+
+ var title_panel: Panel = Panel.new()
+ title_panel.set_anchors_preset(Control.PRESET_FULL_RECT)
+ title_panel.custom_minimum_size = Vector2(200, 50)
+ add_child(title_panel)
+ var title_hbox: HBoxContainer = HBoxContainer.new()
+ title_hbox.alignment = BoxContainer.ALIGNMENT_CENTER
+ title_hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
+ title_panel.add_child(title_hbox)
+
+ var icon_rect: TextureRect = TextureRect.new()
+ icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
+ icon_rect.texture = graph_node.icon
+ icon_rect.set_size(Vector2(20, 20))
+ title_hbox.add_child(icon_rect)
+
+ var title: Label = Label.new()
+ title.text = graph_node.title_text
+ title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
+ title.set_anchors_preset(Control.PRESET_FULL_RECT)
+ title_hbox.add_child(title)
+
+ item_tree = Tree.new()
+ item_tree.custom_minimum_size = Vector2(200, 400)
+ item_tree.hide_root = true
+ item_tree.allow_search = false
+ item_tree.columns = 2
+ add_child(item_tree)
+
+ _update_list()
+
+func _update_list() -> void:
+ item_tree.clear()
+
+ var root: TreeItem = item_tree.create_item()
+
+ if graph_node.blackboard.size() == 0:
+ var no_bb_message: TreeItem = item_tree.create_item(root)
+ no_bb_message.set_text(0, "No blackboard data")
+ return
+
+ for bb_name in graph_node.blackboard:
+ var bb_name_branch: TreeItem = item_tree.create_item(root)
+ bb_name_branch.set_text(0, bb_name)
+
+ #print(graph_node.blackboard.get(bb_name))
+ for key in graph_node.blackboard.get(bb_name):
+ var bb_kv_leaf: TreeItem = item_tree.create_item(bb_name_branch)
+ bb_kv_leaf.set_text(0, str(key))
+ bb_kv_leaf.set_text(1, str(graph_node.blackboard.get(bb_name).get(key)))
+
+func _get_icon(type: StringName) -> Texture2D:
+ var classes := ProjectSettings.get_global_class_list()
+ for c in classes:
+ if c["class"] == type:
+ var icon_path := c.get("icon", String())
+ if not icon_path.is_empty():
+ return load(icon_path)
+ return null
diff --git a/addons/beehave/debug/old_frames.gd b/addons/beehave/debug/old_frames.gd
new file mode 100644
index 0000000..a9f6aa8
--- /dev/null
+++ b/addons/beehave/debug/old_frames.gd
@@ -0,0 +1,47 @@
+@tool
+extends RefCounted
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const SUCCESS_COLOR := Color("#009944c8")
+const NORMAL_COLOR := Color("#15181e")
+const FAILURE_COLOR := Color("#cf000f80")
+const RUNNING_COLOR := Color("#ffcc00c8")
+
+var empty: StyleBoxEmpty
+var normal: StyleBoxFlat
+var success: StyleBoxFlat
+var failure: StyleBoxFlat
+var running: StyleBoxFlat
+
+
+func _init() -> void:
+ var plugin := BeehaveUtils.get_plugin()
+ if not plugin:
+ return
+
+ var editor_scale := BeehaveUtils.get_editor_scale()
+
+ empty = StyleBoxEmpty.new()
+
+ normal = (
+ plugin
+ . get_editor_interface()
+ . get_base_control()
+ . get_theme_stylebox(&"frame", &"GraphNode")
+ . duplicate()
+ )
+
+ success = (
+ plugin
+ . get_editor_interface()
+ . get_base_control()
+ . get_theme_stylebox(&"selected_frame", &"GraphNode")
+ . duplicate()
+ )
+ failure = success.duplicate()
+ running = success.duplicate()
+
+ success.border_color = SUCCESS_COLOR
+ failure.border_color = FAILURE_COLOR
+ running.border_color = RUNNING_COLOR
diff --git a/addons/beehave/debug/old_graph_edit.gd b/addons/beehave/debug/old_graph_edit.gd
new file mode 100644
index 0000000..69c11a3
--- /dev/null
+++ b/addons/beehave/debug/old_graph_edit.gd
@@ -0,0 +1,286 @@
+@tool
+extends GraphEdit
+
+const BeehaveGraphNode := preload("old_graph_node.gd")
+
+const HORIZONTAL_LAYOUT_ICON := preload("icons/horizontal_layout.svg")
+const VERTICAL_LAYOUT_ICON := preload("icons/vertical_layout.svg")
+
+const PROGRESS_SHIFT: int = 50
+const INACTIVE_COLOR: Color = Color("#898989aa")
+const ACTIVE_COLOR: Color = Color("#ffcc00c8")
+const SUCCESS_COLOR: Color = Color("#009944c8")
+
+var updating_graph: bool = false
+var arraging_nodes: bool = false
+var beehave_tree: Dictionary:
+ set(value):
+ if beehave_tree == value:
+ return
+ beehave_tree = value
+ active_nodes.clear()
+ _update_graph()
+
+var horizontal_layout: bool = false:
+ set(value):
+ if updating_graph or arraging_nodes:
+ return
+ if horizontal_layout == value:
+ return
+ horizontal_layout = value
+ _update_layout_button()
+ _update_graph()
+
+var frames: RefCounted
+var active_nodes: Array[String]
+var progress: int = 0
+var layout_button: Button
+
+
+func _init(frames: RefCounted) -> void:
+ self.frames = frames
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(100, 300)
+ set("arrange_nodes_button_hidden", true)
+ minimap_enabled = false
+ layout_button = Button.new()
+ layout_button.flat = true
+ layout_button.focus_mode = Control.FOCUS_NONE
+ layout_button.pressed.connect(func(): horizontal_layout = not horizontal_layout)
+ get_menu_container().add_child(layout_button)
+ _update_layout_button()
+
+
+func _update_graph() -> void:
+ if updating_graph:
+ return
+
+ updating_graph = true
+
+ clear_connections()
+
+ for child in _get_child_nodes():
+ remove_child(child)
+ child.queue_free()
+
+ if not beehave_tree.is_empty():
+ _add_nodes(beehave_tree)
+ _connect_nodes(beehave_tree)
+ _arrange_nodes.call_deferred(beehave_tree)
+
+ updating_graph = false
+
+
+func _add_nodes(node: Dictionary) -> void:
+ if node.is_empty():
+ return
+ var gnode := BeehaveGraphNode.new(frames, horizontal_layout)
+ add_child(gnode)
+ gnode.title_text = node.name
+ gnode.name = node.id
+ gnode.icon = _get_icon(node.type.back())
+
+ if node.type.has(&"BeehaveTree"):
+ gnode.set_slots(false, true)
+ elif node.type.has(&"Leaf"):
+ gnode.set_slots(true, false)
+ elif node.type.has(&"Composite") or node.type.has(&"Decorator"):
+ gnode.set_slots(true, true)
+
+ for child in node.get("children", []):
+ _add_nodes(child)
+
+
+func _connect_nodes(node: Dictionary) -> void:
+ for child in node.get("children", []):
+ connect_node(node.id, 0, child.id, 0)
+ _connect_nodes(child)
+
+
+func _arrange_nodes(node: Dictionary) -> void:
+ if arraging_nodes:
+ return
+
+ arraging_nodes = true
+
+ var tree_node := _create_tree_nodes(node)
+ tree_node.update_positions(horizontal_layout)
+ _place_nodes(tree_node)
+
+ arraging_nodes = false
+
+
+func _create_tree_nodes(node: Dictionary, root: TreeNode = null) -> TreeNode:
+ var tree_node := TreeNode.new(get_node(node.id), root)
+ for child in node.get("children", []):
+ var child_node := _create_tree_nodes(child, tree_node)
+ tree_node.children.push_back(child_node)
+ return tree_node
+
+
+func _place_nodes(node: TreeNode) -> void:
+ node.item.position_offset = Vector2(node.x, node.y)
+ for child in node.children:
+ _place_nodes(child)
+
+
+func _get_icon(type: StringName) -> Texture2D:
+ var classes := ProjectSettings.get_global_class_list()
+ for c in classes:
+ if c["class"] == type:
+ var icon_path := c.get("icon", String())
+ if not icon_path.is_empty():
+ return load(icon_path)
+ return null
+
+
+func get_menu_container() -> Control:
+ return call("get_zoom_hbox")
+
+
+func get_status(status: int) -> String:
+ if status == 0:
+ return "SUCCESS"
+ elif status == 1:
+ return "FAILURE"
+ return "RUNNING"
+
+
+func process_begin(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ child.set_meta("status", -1)
+
+
+func process_tick(instance_id: int, status: int) -> void:
+ var node := get_node_or_null(str(instance_id))
+ if node:
+ node.text = "Status: %s" % get_status(status)
+ node.set_status(status)
+ node.set_meta("status", status)
+ if status == BeehaveNode.SUCCESS or status == BeehaveNode.RUNNING:
+ if not active_nodes.has(node.name):
+ active_nodes.push_back(node.name)
+
+
+func process_end(instance_id: int) -> void:
+ if not _is_same_tree(instance_id):
+ return
+
+ for child in _get_child_nodes():
+ var status := child.get_meta("status", -1)
+ match status:
+ BeehaveNode.SUCCESS:
+ active_nodes.erase(child.name)
+ child.set_color(SUCCESS_COLOR)
+ BeehaveNode.FAILURE:
+ active_nodes.erase(child.name)
+ child.set_color(INACTIVE_COLOR)
+ BeehaveNode.RUNNING:
+ child.set_color(ACTIVE_COLOR)
+ _:
+ child.text = " "
+ child.set_status(status)
+ child.set_color(INACTIVE_COLOR)
+
+
+func _is_same_tree(instance_id: int) -> bool:
+ return str(instance_id) == beehave_tree.get("id", "")
+
+
+func _get_child_nodes() -> Array[Node]:
+ return get_children().filter(func(child): return child is BeehaveGraphNode)
+
+
+func _get_connection_line(from_position: Vector2, to_position: Vector2) -> PackedVector2Array:
+ var points: PackedVector2Array
+
+ from_position = from_position.round()
+ to_position = to_position.round()
+
+ points.push_back(from_position)
+
+ var mid_position := ((to_position + from_position) / 2).round()
+ if horizontal_layout:
+ points.push_back(Vector2(mid_position.x, from_position.y))
+ points.push_back(Vector2(mid_position.x, to_position.y))
+ else:
+ points.push_back(Vector2(from_position.x, mid_position.y))
+ points.push_back(Vector2(to_position.x, mid_position.y))
+
+ points.push_back(to_position)
+
+ return points
+
+
+func _process(delta: float) -> void:
+ if not active_nodes.is_empty():
+ progress += 10 if delta >= 0.05 else 1
+ if progress >= 1000:
+ progress = 0
+ queue_redraw()
+
+
+func _draw() -> void:
+ if active_nodes.is_empty():
+ return
+
+ var circle_size: float = max(3, 6 * zoom)
+ var progress_shift: float = PROGRESS_SHIFT * zoom
+
+ var connections := get_connection_list()
+ for c in connections:
+ var from_node: StringName
+ var to_node: StringName
+
+ from_node = c.from
+ to_node = c.to
+
+ if not from_node in active_nodes or not c.to_node in active_nodes:
+ continue
+
+ var from := get_node(String(from_node))
+ var to := get_node(String(to_node))
+
+ if from.get_meta("status", -1) < 0 or to.get_meta("status", -1) < 0:
+ return
+
+ var output_port_position: Vector2
+ var input_port_position: Vector2
+
+ output_port_position = (
+ from.position + from.call("get_connection_output_position", c.from_port)
+ )
+ input_port_position = to.position + to.call("get_connection_input_position", c.to_port)
+
+ var line := _get_connection_line(output_port_position, input_port_position)
+
+ var curve = Curve2D.new()
+ for l in line:
+ curve.add_point(l)
+
+ var max_steps := int(curve.get_baked_length())
+ var current_shift := progress % max_steps
+ var p := curve.sample_baked(current_shift)
+ draw_circle(p, circle_size, ACTIVE_COLOR)
+
+ var shift := current_shift - progress_shift
+ while shift >= 0:
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift -= progress_shift
+
+ shift = current_shift + progress_shift
+ while shift <= curve.get_baked_length():
+ draw_circle(curve.sample_baked(shift), circle_size, ACTIVE_COLOR)
+ shift += progress_shift
+
+
+func _update_layout_button() -> void:
+ layout_button.icon = VERTICAL_LAYOUT_ICON if horizontal_layout else HORIZONTAL_LAYOUT_ICON
+ layout_button.tooltip_text = (
+ "Switch to Vertical layout" if horizontal_layout else "Switch to Horizontal layout"
+ )
diff --git a/addons/beehave/debug/old_graph_node.gd b/addons/beehave/debug/old_graph_node.gd
new file mode 100644
index 0000000..28503b1
--- /dev/null
+++ b/addons/beehave/debug/old_graph_node.gd
@@ -0,0 +1,166 @@
+@tool
+extends GraphNode
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+const DEFAULT_COLOR := Color("#dad4cb")
+
+const PORT_TOP_ICON := preload("icons/port_top.svg")
+const PORT_BOTTOM_ICON := preload("icons/port_bottom.svg")
+const PORT_LEFT_ICON := preload("icons/port_left.svg")
+const PORT_RIGHT_ICON := preload("icons/port_right.svg")
+
+@export var title_text: String:
+ set(value):
+ title_text = value
+ if title_label:
+ title_label.text = value
+
+@export var text: String:
+ set(value):
+ text = value
+ if label:
+ label.text = " " if text.is_empty() else text
+
+@export var icon: Texture2D:
+ set(value):
+ icon = value
+ if icon_rect:
+ icon_rect.texture = value
+
+var layout_size: float:
+ get:
+ return size.y if horizontal else size.x
+
+var panel: PanelContainer
+var icon_rect: TextureRect
+var title_label: Label
+var container: VBoxContainer
+var label: Label
+
+var frames: RefCounted
+var horizontal: bool = false
+
+
+func _init(frames: RefCounted, horizontal: bool = false) -> void:
+ self.frames = frames
+ self.horizontal = horizontal
+
+
+func _ready() -> void:
+ custom_minimum_size = Vector2(50, 50) * BeehaveUtils.get_editor_scale()
+ draggable = false
+
+ add_theme_stylebox_override("frame", frames.empty if frames != null else null)
+ add_theme_stylebox_override("selected_frame", frames.empty if frames != null else null)
+ add_theme_color_override("close_color", Color.TRANSPARENT)
+ add_theme_icon_override("close", ImageTexture.new())
+
+ # For top port
+ add_child(Control.new())
+
+ panel = PanelContainer.new()
+ panel.mouse_filter = Control.MOUSE_FILTER_PASS
+ panel.add_theme_stylebox_override("panel", frames.normal if frames != null else null)
+ add_child(panel)
+
+ var vbox_container := VBoxContainer.new()
+ panel.add_child(vbox_container)
+
+ var title_size := 24 * BeehaveUtils.get_editor_scale()
+ var margin_container := MarginContainer.new()
+ margin_container.add_theme_constant_override(
+ "margin_top", -title_size - 2 * BeehaveUtils.get_editor_scale()
+ )
+ margin_container.mouse_filter = Control.MOUSE_FILTER_PASS
+ vbox_container.add_child(margin_container)
+
+ var title_container := HBoxContainer.new()
+ title_container.add_child(Control.new())
+ title_container.mouse_filter = Control.MOUSE_FILTER_PASS
+ title_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ margin_container.add_child(title_container)
+
+ icon_rect = TextureRect.new()
+ icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
+ title_container.add_child(icon_rect)
+
+ title_label = Label.new()
+ title_label.add_theme_color_override("font_color", DEFAULT_COLOR)
+ title_label.add_theme_font_override("font", get_theme_font("title_font"))
+ title_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
+ title_label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ title_label.text = title_text
+ title_container.add_child(title_label)
+
+ title_container.add_child(Control.new())
+
+ container = VBoxContainer.new()
+ container.size_flags_vertical = Control.SIZE_EXPAND_FILL
+ container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
+ panel.add_child(container)
+
+ label = Label.new()
+ label.text = " " if text.is_empty() else text
+ container.add_child(label)
+
+ # For bottom port
+ add_child(Control.new())
+
+ minimum_size_changed.connect(_on_size_changed)
+ _on_size_changed.call_deferred()
+
+
+func set_status(status: int) -> void:
+ panel.add_theme_stylebox_override("panel", _get_stylebox(status))
+
+
+func _get_stylebox(status: int) -> StyleBox:
+ match status:
+ BeehaveNode.SUCCESS:
+ return frames.success
+ BeehaveNode.FAILURE:
+ return frames.failure
+ BeehaveNode.RUNNING:
+ return frames.running
+ _:
+ return frames.normal
+
+
+func set_slots(left_enabled: bool, right_enabled: bool) -> void:
+ if horizontal:
+ set_slot(
+ 1,
+ left_enabled,
+ 0,
+ Color.WHITE,
+ right_enabled,
+ 0,
+ Color.WHITE,
+ PORT_LEFT_ICON,
+ PORT_RIGHT_ICON
+ )
+ else:
+ set_slot(0, left_enabled, 0, Color.WHITE, false, -2, Color.TRANSPARENT, PORT_TOP_ICON, null)
+ set_slot(
+ 2, false, -1, Color.TRANSPARENT, right_enabled, 0, Color.WHITE, null, PORT_BOTTOM_ICON
+ )
+
+
+func set_color(color: Color) -> void:
+ set_input_color(color)
+ set_output_color(color)
+
+
+func set_input_color(color: Color) -> void:
+ set_slot_color_left(1 if horizontal else 0, color)
+
+
+func set_output_color(color: Color) -> void:
+ set_slot_color_right(1 if horizontal else 2, color)
+
+
+func _on_size_changed():
+ add_theme_constant_override(
+ "port_offset", 12 * BeehaveUtils.get_editor_scale() if horizontal else round(size.x / 2.0)
+ )
diff --git a/addons/beehave/debug/tree_node.gd b/addons/beehave/debug/tree_node.gd
new file mode 100644
index 0000000..1377970
--- /dev/null
+++ b/addons/beehave/debug/tree_node.gd
@@ -0,0 +1,275 @@
+class_name TreeNode
+extends RefCounted
+
+# Based on https://rachel53461.wordpress.com/2014/04/20/algorithm-for-drawing-trees/
+
+const SIBLING_DISTANCE: float = 20.0
+const LEVEL_DISTANCE: float = 40.0
+
+const BeehaveUtils := preload("res://addons/beehave/utils/utils.gd")
+
+var x: float
+var y: float
+var mod: float
+var parent: TreeNode
+var children: Array[TreeNode]
+
+var item: GraphNode
+
+
+func _init(p_item: GraphNode = null, p_parent: TreeNode = null) -> void:
+ parent = p_parent
+ item = p_item
+
+
+func is_leaf() -> bool:
+ return children.is_empty()
+
+
+func is_most_left() -> bool:
+ if not parent:
+ return true
+ return parent.children.front() == self
+
+
+func is_most_right() -> bool:
+ if not parent:
+ return true
+ return parent.children.back() == self
+
+
+func get_previous_sibling() -> TreeNode:
+ if not parent or is_most_left():
+ return null
+ return parent.children[parent.children.find(self) - 1]
+
+
+func get_next_sibling() -> TreeNode:
+ if not parent or is_most_right():
+ return null
+ return parent.children[parent.children.find(self) + 1]
+
+
+func get_most_left_sibling() -> TreeNode:
+ if not parent:
+ return null
+
+ if is_most_left():
+ return self
+
+ return parent.children.front()
+
+
+func get_most_left_child() -> TreeNode:
+ if children.is_empty():
+ return null
+ return children.front()
+
+
+func get_most_right_child() -> TreeNode:
+ if children.is_empty():
+ return null
+ return children.back()
+
+
+func update_positions(horizontally: bool = false) -> void:
+ _initialize_nodes(self, 0)
+ _calculate_initial_x(self)
+
+ _check_all_children_on_screen(self)
+ _calculate_final_positions(self, 0)
+
+ if horizontally:
+ _swap_x_y(self)
+ _calculate_x(self, 0)
+ else:
+ _calculate_y(self, 0)
+
+
+func _initialize_nodes(node: TreeNode, depth: int) -> void:
+ node.x = -1
+ node.y = depth
+ node.mod = 0
+
+ for child in node.children:
+ _initialize_nodes(child, depth + 1)
+
+
+func _calculate_initial_x(node: TreeNode) -> void:
+ for child in node.children:
+ _calculate_initial_x(child)
+ if node.is_leaf():
+ if not node.is_most_left():
+ node.x = (
+ node.get_previous_sibling().x
+ + node.get_previous_sibling().item.layout_size
+ + SIBLING_DISTANCE
+ )
+ else:
+ node.x = 0
+ else:
+ var mid: float
+ if node.children.size() == 1:
+ var offset: float = (node.children.front().item.layout_size - node.item.layout_size) / 2
+ mid = node.children.front().x + offset
+ else:
+ var left_child := node.get_most_left_child()
+ var right_child := node.get_most_right_child()
+ mid = (
+ (
+ left_child.x
+ + right_child.x
+ + right_child.item.layout_size
+ - node.item.layout_size
+ )
+ / 2
+ )
+
+ if node.is_most_left():
+ node.x = mid
+ else:
+ node.x = (
+ node.get_previous_sibling().x
+ + node.get_previous_sibling().item.layout_size
+ + SIBLING_DISTANCE
+ )
+ node.mod = node.x - mid
+
+ if not node.is_leaf() and not node.is_most_left():
+ _check_for_conflicts(node)
+
+
+func _calculate_final_positions(node: TreeNode, mod_sum: float) -> void:
+ node.x += mod_sum
+ mod_sum += node.mod
+
+ for child in node.children:
+ _calculate_final_positions(child, mod_sum)
+
+
+func _check_all_children_on_screen(node: TreeNode) -> void:
+ var node_contour: Dictionary = {}
+ _get_left_contour(node, 0, node_contour)
+
+ var shift_amount: float = 0
+ for y in node_contour.keys():
+ if node_contour[y] + shift_amount < 0:
+ shift_amount = (node_contour[y] * -1)
+
+ if shift_amount > 0:
+ node.x += shift_amount
+ node.mod += shift_amount
+
+
+func _check_for_conflicts(node: TreeNode) -> void:
+ var min_distance := SIBLING_DISTANCE
+ var shift_value: float = 0
+ var shift_sibling: TreeNode = null
+
+ var node_contour: Dictionary = {} # { int, float }
+ _get_left_contour(node, 0, node_contour)
+
+ var sibling := node.get_most_left_sibling()
+ while sibling != null and sibling != node:
+ var sibling_contour: Dictionary = {}
+ _get_right_contour(sibling, 0, sibling_contour)
+
+ for level in range(
+ node.y + 1, min(sibling_contour.keys().max(), node_contour.keys().max()) + 1
+ ):
+ var distance: float = node_contour[level] - sibling_contour[level]
+ if distance + shift_value < min_distance:
+ shift_value = min_distance - distance
+ shift_sibling = sibling
+
+ sibling = sibling.get_next_sibling()
+
+ if shift_value > 0:
+ node.x += shift_value
+ node.mod += shift_value
+ _center_nodes_between(shift_sibling, node)
+
+
+func _center_nodes_between(left_node: TreeNode, right_node: TreeNode) -> void:
+ var left_index := left_node.parent.children.find(left_node)
+ var right_index := left_node.parent.children.find(right_node)
+
+ var num_nodes_between: int = (right_index - left_index) - 1
+ if num_nodes_between > 0:
+ # The extra distance that needs to be split into num_nodes_between + 1
+ # in order to find the new node spacing so that nodes are equally spaced
+ var distance_to_allocate: float = right_node.x - left_node.x - left_node.item.layout_size
+ # Subtract sizes on nodes in between
+ for i in range(left_index + 1, right_index):
+ distance_to_allocate -= left_node.parent.children[i].item.layout_size
+ # Divide space equally
+ var distance_between_nodes: float = distance_to_allocate / (num_nodes_between + 1)
+
+ var prev_node := left_node
+ var middle_node := left_node.get_next_sibling()
+ while middle_node != right_node:
+ var desire_x: float = prev_node.x + prev_node.item.layout_size + distance_between_nodes
+ var offset := desire_x - middle_node.x
+ middle_node.x += offset
+ middle_node.mod += offset
+ prev_node = middle_node
+ middle_node = middle_node.get_next_sibling()
+
+
+func _get_left_contour(node: TreeNode, mod_sum: float, values: Dictionary) -> void:
+ var node_left: float = node.x + mod_sum
+ var depth := int(node.y)
+ if not values.has(depth):
+ values[depth] = node_left
+ else:
+ values[depth] = min(values[depth], node_left)
+
+ mod_sum += node.mod
+ for child in node.children:
+ _get_left_contour(child, mod_sum, values)
+
+
+func _get_right_contour(node: TreeNode, mod_sum: float, values: Dictionary) -> void:
+ var node_right: float = node.x + mod_sum + node.item.layout_size
+ var depth := int(node.y)
+ if not values.has(depth):
+ values[depth] = node_right
+ else:
+ values[depth] = max(values[depth], node_right)
+
+ mod_sum += node.mod
+ for child in node.children:
+ _get_right_contour(child, mod_sum, values)
+
+
+func _swap_x_y(node: TreeNode) -> void:
+ for child in node.children:
+ _swap_x_y(child)
+
+ var temp := node.x
+ node.x = node.y
+ node.y = temp
+
+
+func _calculate_x(node: TreeNode, offset: int) -> void:
+ node.x = offset
+ var sibling := node.get_most_left_sibling()
+ var max_size: int = node.item.size.x
+ while sibling != null:
+ max_size = max(sibling.item.size.x, max_size)
+ sibling = sibling.get_next_sibling()
+
+ for child in node.children:
+ _calculate_x(child, max_size + offset + LEVEL_DISTANCE * BeehaveUtils.get_editor_scale())
+
+
+func _calculate_y(node: TreeNode, offset: int) -> void:
+ node.y = offset
+ var sibling := node.get_most_left_sibling()
+ var max_size: int = node.item.size.y
+ while sibling != null:
+ max_size = max(sibling.item.size.y, max_size)
+ sibling = sibling.get_next_sibling()
+
+ for child in node.children:
+ _calculate_y(child, max_size + offset + LEVEL_DISTANCE * BeehaveUtils.get_editor_scale())
diff --git a/addons/beehave/icons/action.svg b/addons/beehave/icons/action.svg
new file mode 100644
index 0000000..3916c89
--- /dev/null
+++ b/addons/beehave/icons/action.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/action.svg.import b/addons/beehave/icons/action.svg.import
new file mode 100644
index 0000000..cf8a612
--- /dev/null
+++ b/addons/beehave/icons/action.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
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+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/action.svg"
+dest_files=["res://.godot/imported/action.svg-e8a91246d0ba9ba3cf84290d65648f06.ctex"]
+
+[params]
+
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+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/icons/blackboard.svg b/addons/beehave/icons/blackboard.svg
new file mode 100644
index 0000000..e4948a5
--- /dev/null
+++ b/addons/beehave/icons/blackboard.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/blackboard.svg.import b/addons/beehave/icons/blackboard.svg.import
new file mode 100644
index 0000000..4650058
--- /dev/null
+++ b/addons/beehave/icons/blackboard.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/blackboard.svg-18d4dfd4f6de558de250b67251ff1e69.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/category_bt.svg b/addons/beehave/icons/category_bt.svg
new file mode 100644
index 0000000..8be61ae
--- /dev/null
+++ b/addons/beehave/icons/category_bt.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/category_bt.svg.import b/addons/beehave/icons/category_bt.svg.import
new file mode 100644
index 0000000..c11e4f2
--- /dev/null
+++ b/addons/beehave/icons/category_bt.svg.import
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+[remap]
+
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+metadata={
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+}
+
+[deps]
+
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+
+[params]
+
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diff --git a/addons/beehave/icons/category_composite.svg b/addons/beehave/icons/category_composite.svg
new file mode 100644
index 0000000..aa8b866
--- /dev/null
+++ b/addons/beehave/icons/category_composite.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/category_composite.svg.import b/addons/beehave/icons/category_composite.svg.import
new file mode 100644
index 0000000..0496273
--- /dev/null
+++ b/addons/beehave/icons/category_composite.svg.import
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+[remap]
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+metadata={
+"has_editor_variant": true,
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/category_composite.svg-43f66e63a7ccfa5ac8ec6da0583b3246.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/category_decorator.svg b/addons/beehave/icons/category_decorator.svg
new file mode 100644
index 0000000..165e3d6
--- /dev/null
+++ b/addons/beehave/icons/category_decorator.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/category_decorator.svg.import b/addons/beehave/icons/category_decorator.svg.import
new file mode 100644
index 0000000..492f32e
--- /dev/null
+++ b/addons/beehave/icons/category_decorator.svg.import
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/category_decorator.svg-79d598d6456f32724156248e09d6eaf3.ctex"]
+
+[params]
+
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new file mode 100644
index 0000000..1482fe6
--- /dev/null
+++ b/addons/beehave/icons/category_leaf.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/category_leaf.svg.import b/addons/beehave/icons/category_leaf.svg.import
new file mode 100644
index 0000000..4ef9604
--- /dev/null
+++ b/addons/beehave/icons/category_leaf.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/category_leaf.svg-c740ecab6cfae632574ca5e39e46fd2e.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/condition.svg b/addons/beehave/icons/condition.svg
new file mode 100644
index 0000000..37b2c7a
--- /dev/null
+++ b/addons/beehave/icons/condition.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/condition.svg.import b/addons/beehave/icons/condition.svg.import
new file mode 100644
index 0000000..ef59099
--- /dev/null
+++ b/addons/beehave/icons/condition.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+metadata={
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+"vram_texture": false
+}
+
+[deps]
+
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+
+[params]
+
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diff --git a/addons/beehave/icons/cooldown.svg b/addons/beehave/icons/cooldown.svg
new file mode 100644
index 0000000..fbdfd6a
--- /dev/null
+++ b/addons/beehave/icons/cooldown.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/cooldown.svg.import b/addons/beehave/icons/cooldown.svg.import
new file mode 100644
index 0000000..872997e
--- /dev/null
+++ b/addons/beehave/icons/cooldown.svg.import
@@ -0,0 +1,37 @@
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+metadata={
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+}
+
+[deps]
+
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+
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+
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new file mode 100644
index 0000000..21cb617
--- /dev/null
+++ b/addons/beehave/icons/delayer.svg
@@ -0,0 +1,39 @@
+
+
diff --git a/addons/beehave/icons/delayer.svg.import b/addons/beehave/icons/delayer.svg.import
new file mode 100644
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--- /dev/null
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+
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+
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+
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new file mode 100644
index 0000000..968f7e1
--- /dev/null
+++ b/addons/beehave/icons/failer.svg
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+
+
diff --git a/addons/beehave/icons/failer.svg.import b/addons/beehave/icons/failer.svg.import
new file mode 100644
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+
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new file mode 100644
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+
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diff --git a/addons/beehave/icons/inverter.svg.import b/addons/beehave/icons/inverter.svg.import
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index 0000000..7b3fa1d
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+
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new file mode 100644
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+}
+
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+
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diff --git a/addons/beehave/icons/repeater.svg b/addons/beehave/icons/repeater.svg
new file mode 100644
index 0000000..47c46e9
--- /dev/null
+++ b/addons/beehave/icons/repeater.svg
@@ -0,0 +1,40 @@
+
+
diff --git a/addons/beehave/icons/repeater.svg.import b/addons/beehave/icons/repeater.svg.import
new file mode 100644
index 0000000..b356afd
--- /dev/null
+++ b/addons/beehave/icons/repeater.svg.import
@@ -0,0 +1,37 @@
+[remap]
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+metadata={
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+}
+
+[deps]
+
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+
+[params]
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diff --git a/addons/beehave/icons/selector.svg b/addons/beehave/icons/selector.svg
new file mode 100644
index 0000000..0ae3b7a
--- /dev/null
+++ b/addons/beehave/icons/selector.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/selector.svg.import b/addons/beehave/icons/selector.svg.import
new file mode 100644
index 0000000..ef7326d
--- /dev/null
+++ b/addons/beehave/icons/selector.svg.import
@@ -0,0 +1,38 @@
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+metadata={
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+"vram_texture": false
+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/selector.svg-78bccfc448bd1676b5a29bfde4b08e5b.ctex"]
+
+[params]
+
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+editor/scale_with_editor_scale=true
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diff --git a/addons/beehave/icons/selector_random.svg b/addons/beehave/icons/selector_random.svg
new file mode 100644
index 0000000..6f631e9
--- /dev/null
+++ b/addons/beehave/icons/selector_random.svg
@@ -0,0 +1,35 @@
+
+
diff --git a/addons/beehave/icons/selector_random.svg.import b/addons/beehave/icons/selector_random.svg.import
new file mode 100644
index 0000000..6306f76
--- /dev/null
+++ b/addons/beehave/icons/selector_random.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://bmnkcmk7bkdjd"
+path="res://.godot/imported/selector_random.svg-d52fea1352c24483ecd9dc8609cf00f3.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/selector_random.svg"
+dest_files=["res://.godot/imported/selector_random.svg-d52fea1352c24483ecd9dc8609cf00f3.ctex"]
+
+[params]
+
+compress/mode=0
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+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/icons/selector_reactive.svg b/addons/beehave/icons/selector_reactive.svg
new file mode 100644
index 0000000..6db005f
--- /dev/null
+++ b/addons/beehave/icons/selector_reactive.svg
@@ -0,0 +1,45 @@
+
+
diff --git a/addons/beehave/icons/selector_reactive.svg.import b/addons/beehave/icons/selector_reactive.svg.import
new file mode 100644
index 0000000..12a8c5b
--- /dev/null
+++ b/addons/beehave/icons/selector_reactive.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://crkbov0h8sb8l"
+path="res://.godot/imported/selector_reactive.svg-dd3b8fb8cd2ffe331605aaad1e021cc0.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/selector_reactive.svg"
+dest_files=["res://.godot/imported/selector_reactive.svg-dd3b8fb8cd2ffe331605aaad1e021cc0.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/sequence.svg b/addons/beehave/icons/sequence.svg
new file mode 100644
index 0000000..3ebedd9
--- /dev/null
+++ b/addons/beehave/icons/sequence.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/sequence.svg.import b/addons/beehave/icons/sequence.svg.import
new file mode 100644
index 0000000..5dadbe2
--- /dev/null
+++ b/addons/beehave/icons/sequence.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+uid="uid://c5gw354thiofm"
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+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/sequence.svg"
+dest_files=["res://.godot/imported/sequence.svg-76e5600611900cc81e9ec286977b8c6a.ctex"]
+
+[params]
+
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+svg/scale=1.0
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diff --git a/addons/beehave/icons/sequence_random.svg b/addons/beehave/icons/sequence_random.svg
new file mode 100644
index 0000000..34e4a12
--- /dev/null
+++ b/addons/beehave/icons/sequence_random.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/sequence_random.svg.import b/addons/beehave/icons/sequence_random.svg.import
new file mode 100644
index 0000000..3907462
--- /dev/null
+++ b/addons/beehave/icons/sequence_random.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
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+type="CompressedTexture2D"
+uid="uid://bat8ptdw5qt1d"
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+metadata={
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+}
+
+[deps]
+
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+dest_files=["res://.godot/imported/sequence_random.svg-58cee9098c622ef87db941279206422a.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/sequence_reactive.svg b/addons/beehave/icons/sequence_reactive.svg
new file mode 100644
index 0000000..33d219b
--- /dev/null
+++ b/addons/beehave/icons/sequence_reactive.svg
@@ -0,0 +1,60 @@
+
+
diff --git a/addons/beehave/icons/sequence_reactive.svg.import b/addons/beehave/icons/sequence_reactive.svg.import
new file mode 100644
index 0000000..ab0fa25
--- /dev/null
+++ b/addons/beehave/icons/sequence_reactive.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://rmiu1slwfkh7"
+path="res://.godot/imported/sequence_reactive.svg-7d384ca290f7934adb9e17d9e7116b6c.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/sequence_reactive.svg"
+dest_files=["res://.godot/imported/sequence_reactive.svg-7d384ca290f7934adb9e17d9e7116b6c.ctex"]
+
+[params]
+
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diff --git a/addons/beehave/icons/simple_parallel.svg b/addons/beehave/icons/simple_parallel.svg
new file mode 100644
index 0000000..e9c8b00
--- /dev/null
+++ b/addons/beehave/icons/simple_parallel.svg
@@ -0,0 +1,13 @@
+
\ No newline at end of file
diff --git a/addons/beehave/icons/simple_parallel.svg.import b/addons/beehave/icons/simple_parallel.svg.import
new file mode 100644
index 0000000..83f6e03
--- /dev/null
+++ b/addons/beehave/icons/simple_parallel.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://byadtv6f4v1ni"
+path="res://.godot/imported/simple_parallel.svg-3d4107eaf2e46557f6d3be3249f91430.ctex"
+metadata={
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+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/simple_parallel.svg"
+dest_files=["res://.godot/imported/simple_parallel.svg-3d4107eaf2e46557f6d3be3249f91430.ctex"]
+
+[params]
+
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+svg/scale=1.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/beehave/icons/succeeder.svg b/addons/beehave/icons/succeeder.svg
new file mode 100644
index 0000000..10f5912
--- /dev/null
+++ b/addons/beehave/icons/succeeder.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/succeeder.svg.import b/addons/beehave/icons/succeeder.svg.import
new file mode 100644
index 0000000..0cb7334
--- /dev/null
+++ b/addons/beehave/icons/succeeder.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dl6wo332kglbe"
+path="res://.godot/imported/succeeder.svg-e5cf6f6e04b9b862b82fd2cb479272aa.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/succeeder.svg"
+dest_files=["res://.godot/imported/succeeder.svg-e5cf6f6e04b9b862b82fd2cb479272aa.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
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+mipmaps/limit=-1
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+process/fix_alpha_border=true
+process/premult_alpha=false
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+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=true
+editor/convert_colors_with_editor_theme=true
diff --git a/addons/beehave/icons/tree.svg b/addons/beehave/icons/tree.svg
new file mode 100644
index 0000000..6c85ea1
--- /dev/null
+++ b/addons/beehave/icons/tree.svg
@@ -0,0 +1,38 @@
+
+
diff --git a/addons/beehave/icons/tree.svg.import b/addons/beehave/icons/tree.svg.import
new file mode 100644
index 0000000..9ac0308
--- /dev/null
+++ b/addons/beehave/icons/tree.svg.import
@@ -0,0 +1,38 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://deryyg2hbmaaw"
+path="res://.godot/imported/tree.svg-c0b20ed88b2fe300c0296f7236049076.ctex"
+metadata={
+"has_editor_variant": true,
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/tree.svg"
+dest_files=["res://.godot/imported/tree.svg-c0b20ed88b2fe300c0296f7236049076.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
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+compress/channel_pack=0
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+roughness/src_normal=""
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+process/size_limit=0
+detect_3d/compress_to=1
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+editor/scale_with_editor_scale=true
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diff --git a/addons/beehave/icons/until_fail.svg b/addons/beehave/icons/until_fail.svg
new file mode 100644
index 0000000..c64a0a0
--- /dev/null
+++ b/addons/beehave/icons/until_fail.svg
@@ -0,0 +1,45 @@
+
+
diff --git a/addons/beehave/icons/until_fail.svg.import b/addons/beehave/icons/until_fail.svg.import
new file mode 100644
index 0000000..fb942cb
--- /dev/null
+++ b/addons/beehave/icons/until_fail.svg.import
@@ -0,0 +1,37 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dbqbww1apa6bb"
+path="res://.godot/imported/until_fail.svg-8015014c40e91d9c2668ec34d4118b8e.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://addons/beehave/icons/until_fail.svg"
+dest_files=["res://.godot/imported/until_fail.svg-8015014c40e91d9c2668ec34d4118b8e.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
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+mipmaps/limit=-1
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+process/fix_alpha_border=true
+process/premult_alpha=false
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+detect_3d/compress_to=1
+svg/scale=1.0
+editor/scale_with_editor_scale=false
+editor/convert_colors_with_editor_theme=false
diff --git a/addons/beehave/metrics/beehave_global_metrics.gd b/addons/beehave/metrics/beehave_global_metrics.gd
new file mode 100644
index 0000000..ef29db2
--- /dev/null
+++ b/addons/beehave/metrics/beehave_global_metrics.gd
@@ -0,0 +1,54 @@
+extends Node
+
+var _tree_count: int = 0
+var _active_tree_count: int = 0
+var _registered_trees: Array = []
+
+
+func _enter_tree() -> void:
+ Performance.add_custom_monitor("beehave/total_trees", _get_total_trees)
+ Performance.add_custom_monitor("beehave/total_enabled_trees", _get_total_enabled_trees)
+
+
+func register_tree(tree) -> void:
+ if _registered_trees.has(tree):
+ return
+
+ _registered_trees.append(tree)
+ _tree_count += 1
+
+ if tree.enabled:
+ _active_tree_count += 1
+
+ tree.tree_enabled.connect(_on_tree_enabled)
+ tree.tree_disabled.connect(_on_tree_disabled)
+
+
+func unregister_tree(tree) -> void:
+ if not _registered_trees.has(tree):
+ return
+
+ _registered_trees.erase(tree)
+ _tree_count -= 1
+
+ if tree.enabled:
+ _active_tree_count -= 1
+
+ tree.tree_enabled.disconnect(_on_tree_enabled)
+ tree.tree_disabled.disconnect(_on_tree_disabled)
+
+
+func _get_total_trees() -> int:
+ return _tree_count
+
+
+func _get_total_enabled_trees() -> int:
+ return _active_tree_count
+
+
+func _on_tree_enabled() -> void:
+ _active_tree_count += 1
+
+
+func _on_tree_disabled() -> void:
+ _active_tree_count -= 1
diff --git a/addons/beehave/nodes/beehave_node.gd b/addons/beehave/nodes/beehave_node.gd
new file mode 100644
index 0000000..9ab8d6e
--- /dev/null
+++ b/addons/beehave/nodes/beehave_node.gd
@@ -0,0 +1,46 @@
+@tool
+class_name BeehaveNode extends Node
+
+## A node in the behavior tree. Every node must return `SUCCESS`, `FAILURE` or
+## `RUNNING` when ticked.
+
+enum { SUCCESS, FAILURE, RUNNING }
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = []
+
+ if get_children().any(func(x): return not (x is BeehaveNode)):
+ warnings.append("All children of this node should inherit from BeehaveNode class.")
+
+ return warnings
+
+
+## Executes this node and returns a status code.
+## This method must be overwritten.
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ return SUCCESS
+
+
+## Called when this node needs to be interrupted before it can return FAILURE or SUCCESS.
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+## Called before the first time it ticks by the parent.
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+## Called after the last time it ticks and returns
+## [code]SUCCESS[/code] or [code]FAILURE[/code].
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ pass
+
+
+func get_class_name() -> Array[StringName]:
+ return [&"BeehaveNode"]
+
+
+func can_send_message(blackboard: Blackboard) -> bool:
+ return blackboard.get_value("can_send_message", false)
diff --git a/addons/beehave/nodes/beehave_tree.gd b/addons/beehave/nodes/beehave_tree.gd
new file mode 100644
index 0000000..ecdbe52
--- /dev/null
+++ b/addons/beehave/nodes/beehave_tree.gd
@@ -0,0 +1,329 @@
+@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(), blackboard.get_debug_data())
+
+ if self.get_child_count() == 1:
+ tick()
+
+ if _can_send_message:
+ BeehaveDebuggerMessages.process_end(get_instance_id(), blackboard.get_debug_data())
+
+ # 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, blackboard.get_debug_data())
+ BeehaveDebuggerMessages.process_tick(get_instance_id(), status, blackboard.get_debug_data())
+
+ # 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")
diff --git a/addons/beehave/nodes/composites/composite.gd b/addons/beehave/nodes/composites/composite.gd
new file mode 100644
index 0000000..53a8e90
--- /dev/null
+++ b/addons/beehave/nodes/composites/composite.gd
@@ -0,0 +1,34 @@
+@tool
+@icon("../../icons/category_composite.svg")
+class_name Composite extends BeehaveNode
+
+## A Composite node controls the flow of execution of its children in a specific manner.
+
+var running_child: BeehaveNode = null
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_children().filter(func(x): return x is BeehaveNode).size() < 2:
+ warnings.append(
+ "Any composite node should have at least two children. Otherwise it is not useful."
+ )
+
+ return warnings
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = null
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ running_child = null
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Composite")
+ return classes
diff --git a/addons/beehave/nodes/composites/randomized_composite.gd b/addons/beehave/nodes/composites/randomized_composite.gd
new file mode 100644
index 0000000..2afa5e9
--- /dev/null
+++ b/addons/beehave/nodes/composites/randomized_composite.gd
@@ -0,0 +1,176 @@
+@tool
+class_name RandomizedComposite extends Composite
+
+const WEIGHTS_PREFIX = "Weights/"
+
+## Sets a predicable seed
+@export var random_seed: int = 0:
+ set(rs):
+ random_seed = rs
+ if random_seed != 0:
+ seed(random_seed)
+ else:
+ randomize()
+
+## Wether to use weights for every child or not.
+@export var use_weights: bool:
+ set(value):
+ use_weights = value
+ if use_weights:
+ _update_weights(get_children())
+ _connect_children_changing_signals()
+ notify_property_list_changed()
+
+var _weights: Dictionary
+var _exiting_tree: bool
+
+
+func _ready():
+ _connect_children_changing_signals()
+
+
+func _connect_children_changing_signals():
+ if not child_entered_tree.is_connected(_on_child_entered_tree):
+ child_entered_tree.connect(_on_child_entered_tree)
+
+ if not child_exiting_tree.is_connected(_on_child_exiting_tree):
+ child_exiting_tree.connect(_on_child_exiting_tree)
+
+
+func get_shuffled_children() -> Array[Node]:
+ var children_bag: Array[Node] = get_children().duplicate()
+ if use_weights:
+ var weights: Array[int]
+ weights.assign(children_bag.map(func(child): return _weights[child.name]))
+ children_bag.assign(_weighted_shuffle(children_bag, weights))
+ else:
+ children_bag.shuffle()
+ return children_bag
+
+
+## Returns a shuffled version of a given array using the supplied array of weights.
+## Think of weights as the chance of a given item being the first in the array.
+func _weighted_shuffle(items: Array, weights: Array[int]) -> Array:
+ if len(items) != len(weights):
+ push_error(
+ (
+ "items and weights size mismatch: expected %d weights, got %d instead."
+ % [len(items), len(weights)]
+ )
+ )
+ return items
+
+ # This method is based on the weighted random sampling algorithm
+ # by Efraimidis, Spirakis; 2005. This runs in O(n log(n)).
+
+ # For each index, it will calculate random_value^(1/weight).
+ var chance_calc = func(i): return [i, randf() ** (1.0 / weights[i])]
+ var random_distribuition = range(len(items)).map(chance_calc)
+
+ # Now we just have to order by the calculated value, descending.
+ random_distribuition.sort_custom(func(a, b): return a[1] > b[1])
+
+ return random_distribuition.map(func(dist): return items[dist[0]])
+
+
+func _get_property_list():
+ var properties = []
+
+ if use_weights:
+ for key in _weights.keys():
+ properties.append(
+ {
+ "name": WEIGHTS_PREFIX + key,
+ "type": TYPE_INT,
+ "usage": PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_EDITOR,
+ "hint": PROPERTY_HINT_RANGE,
+ "hint_string": "1,100"
+ }
+ )
+
+ return properties
+
+
+func _set(property: StringName, value: Variant) -> bool:
+ if property.begins_with(WEIGHTS_PREFIX):
+ var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
+ _weights[weight_name] = value
+ return true
+
+ return false
+
+
+func _get(property: StringName):
+ if property.begins_with(WEIGHTS_PREFIX):
+ var weight_name = property.trim_prefix(WEIGHTS_PREFIX)
+ return _weights[weight_name]
+
+ return null
+
+
+func _update_weights(children: Array[Node]) -> void:
+ var new_weights = {}
+ for c in children:
+ if _weights.has(c.name):
+ new_weights[c.name] = _weights[c.name]
+ else:
+ new_weights[c.name] = 1
+ _weights = new_weights
+ notify_property_list_changed()
+
+
+func _exit_tree() -> void:
+ _exiting_tree = true
+
+
+func _enter_tree() -> void:
+ _exiting_tree = false
+
+
+func _on_child_entered_tree(node: Node):
+ _update_weights(get_children())
+
+ var renamed_callable = _on_child_renamed.bind(node.name, node)
+ if not node.renamed.is_connected(renamed_callable):
+ node.renamed.connect(renamed_callable)
+
+ if not node.tree_exited.is_connected(_on_child_tree_exited):
+ node.tree_exited.connect(_on_child_tree_exited.bind(node))
+
+
+func _on_child_exiting_tree(node: Node):
+ var renamed_callable = _on_child_renamed.bind(node.name, node)
+ if node.renamed.is_connected(renamed_callable):
+ node.renamed.disconnect(renamed_callable)
+
+
+func _on_child_tree_exited(node: Node) -> void:
+ # don't erase the individual child if the whole tree is exiting together
+ if not _exiting_tree:
+ var children = get_children()
+ children.erase(node)
+ _update_weights(children)
+
+ if node.tree_exited.is_connected(_on_child_tree_exited):
+ node.tree_exited.disconnect(_on_child_tree_exited)
+
+
+func _on_child_renamed(old_name: String, renamed_child: Node):
+ if old_name == renamed_child.name:
+ return # No need to update the weights.
+
+ # Disconnect signal with old name...
+ renamed_child.renamed.disconnect(_on_child_renamed.bind(old_name, renamed_child))
+ # ...and connect with the new name.
+ renamed_child.renamed.connect(_on_child_renamed.bind(renamed_child.name, renamed_child))
+
+ var original_weight = _weights[old_name]
+ _weights.erase(old_name)
+ _weights[renamed_child.name] = original_weight
+ notify_property_list_changed()
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"RandomizedComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector.gd b/addons/beehave/nodes/composites/selector.gd
new file mode 100644
index 0000000..69ce1e9
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector.gd
@@ -0,0 +1,69 @@
+@tool
+@icon("../../icons/selector.svg")
+class_name SelectorComposite extends Composite
+
+## Selector nodes will attempt to execute each of its children until one of
+## them return `SUCCESS`. If all children return `FAILURE`, this node will also
+## return `FAILURE`.
+## If a child returns `RUNNING` it will tick again.
+
+var last_execution_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < last_execution_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _cleanup_running_task(c, actor, blackboard)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ last_execution_index += 1
+ c.after_run(actor, blackboard)
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ last_execution_index = 0
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ last_execution_index = 0
+ super(actor, blackboard)
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name: String = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector_random.gd b/addons/beehave/nodes/composites/selector_random.gd
new file mode 100644
index 0000000..54ea63e
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector_random.gd
@@ -0,0 +1,82 @@
+@tool
+@icon("../../icons/selector_random.svg")
+class_name SelectorRandomComposite extends RandomizedComposite
+
+## This node will attempt to execute all of its children just like a
+## [code]SelectorStar[/code] would, with the exception that the children
+## will be executed in a random order.
+
+## A shuffled list of the children that will be executed in reverse order.
+var _children_bag: Array[Node] = []
+var c: Node
+
+
+func _ready() -> void:
+ super()
+ if random_seed == 0:
+ randomize()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if _children_bag.is_empty():
+ _reset()
+
+ # We need to traverse the array in reverse since we will be manipulating it.
+ for i in _get_reversed_indexes():
+ c = _children_bag[i]
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _get_reversed_indexes() -> Array[int]:
+ var reversed: Array[int]
+ reversed.assign(range(_children_bag.size()))
+ reversed.reverse()
+ return reversed
+
+
+func _reset() -> void:
+ var new_order = get_shuffled_children()
+ _children_bag = new_order.duplicate()
+ _children_bag.reverse() # It needs to run the children in reverse order.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorRandomComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/selector_reactive.gd b/addons/beehave/nodes/composites/selector_reactive.gd
new file mode 100644
index 0000000..1dae759
--- /dev/null
+++ b/addons/beehave/nodes/composites/selector_reactive.gd
@@ -0,0 +1,47 @@
+@tool
+@icon("../../icons/selector_reactive.svg")
+class_name SelectorReactiveComposite extends Composite
+
+## Selector Reactive nodes will attempt to execute each of its children until one of
+## them return `SUCCESS`. If all children return `FAILURE`, this node will also
+## return `FAILURE`.
+## If a child returns `RUNNING` it will restart.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ # Interrupt any child that was RUNNING before.
+ if c != running_child:
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ FAILURE:
+ c.after_run(actor, blackboard)
+ RUNNING:
+ if c != running_child:
+ interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return FAILURE
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SelectorReactiveComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence.gd b/addons/beehave/nodes/composites/sequence.gd
new file mode 100644
index 0000000..4978d93
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence.gd
@@ -0,0 +1,75 @@
+@tool
+@icon("../../icons/sequence.svg")
+class_name SequenceComposite extends Composite
+
+## Sequence nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and restart.
+## In case a child returns `RUNNING` this node will tick again.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _cleanup_running_task(c, actor, blackboard)
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ # Interrupt any child that was RUNNING before.
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ if c != running_child:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name: String = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_random.gd b/addons/beehave/nodes/composites/sequence_random.gd
new file mode 100644
index 0000000..08709ab
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_random.gd
@@ -0,0 +1,96 @@
+@tool
+@icon("../../icons/sequence_random.svg")
+class_name SequenceRandomComposite extends RandomizedComposite
+
+## This node will attempt to execute all of its children just like a
+## [code]SequenceStar[/code] would, with the exception that the children
+## will be executed in a random order.
+
+# Emitted whenever the children are shuffled.
+signal reset(new_order: Array[Node])
+
+## Whether the sequence should start where it left off after a previous failure.
+@export var resume_on_failure: bool = false
+## Whether the sequence should start where it left off after a previous interruption.
+@export var resume_on_interrupt: bool = false
+
+## A shuffled list of the children that will be executed in reverse order.
+var _children_bag: Array[Node] = []
+var c: Node
+
+
+func _ready() -> void:
+ super()
+ if random_seed == 0:
+ randomize()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if _children_bag.is_empty():
+ _reset()
+
+ # We need to traverse the array in reverse since we will be manipulating it.
+ for i in _get_reversed_indexes():
+ c = _children_bag[i]
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ _children_bag.erase(c)
+ c.after_run(actor, blackboard)
+ FAILURE:
+ _children_bag.erase(c)
+ # Interrupt any child that was RUNNING before
+ # but do not reset!
+ super.interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+
+ return SUCCESS
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ if not resume_on_failure:
+ _reset()
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if not resume_on_interrupt:
+ _reset()
+ super(actor, blackboard)
+
+
+func _get_reversed_indexes() -> Array[int]:
+ var reversed: Array[int]
+ reversed.assign(range(_children_bag.size()))
+ reversed.reverse()
+ return reversed
+
+
+func _reset() -> void:
+ var new_order: Array[Node] = get_shuffled_children()
+ _children_bag = new_order.duplicate()
+ _children_bag.reverse() # It needs to run the children in reverse order.
+ reset.emit(new_order)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceRandomComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_reactive.gd b/addons/beehave/nodes/composites/sequence_reactive.gd
new file mode 100644
index 0000000..f071181
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_reactive.gd
@@ -0,0 +1,63 @@
+@tool
+@icon("../../icons/sequence_reactive.svg")
+class_name SequenceReactiveComposite extends Composite
+
+## Reactive Sequence nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and restart.
+## In case a child returns `RUNNING` this node will restart.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ # Interrupt any child that was RUNNING before.
+ interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ _reset()
+ if running_child != c:
+ interrupt(actor, blackboard)
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceReactiveComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/sequence_star.gd b/addons/beehave/nodes/composites/sequence_star.gd
new file mode 100644
index 0000000..c608ca1
--- /dev/null
+++ b/addons/beehave/nodes/composites/sequence_star.gd
@@ -0,0 +1,61 @@
+@tool
+@icon("../../icons/sequence_reactive.svg")
+class_name SequenceStarComposite extends Composite
+
+## Sequence Star nodes will attempt to execute all of its children and report
+## `SUCCESS` in case all of the children report a `SUCCESS` status code.
+## If at least one child reports a `FAILURE` status code, this node will also
+## return `FAILURE` and tick again.
+## In case a child returns `RUNNING` this node will tick again.
+
+var successful_index: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ for c in get_children():
+ if c.get_index() < successful_index:
+ continue
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ successful_index += 1
+ c.after_run(actor, blackboard)
+ FAILURE:
+ # Interrupt any child that was RUNNING before
+ # but do not reset!
+ super.interrupt(actor, blackboard)
+ c.after_run(actor, blackboard)
+ return FAILURE
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _reset()
+ return SUCCESS
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ successful_index = 0
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SequenceStarComposite")
+ return classes
diff --git a/addons/beehave/nodes/composites/simple_parallel.gd b/addons/beehave/nodes/composites/simple_parallel.gd
new file mode 100644
index 0000000..8511808
--- /dev/null
+++ b/addons/beehave/nodes/composites/simple_parallel.gd
@@ -0,0 +1,122 @@
+@tool
+@icon("../../icons/simple_parallel.svg")
+class_name SimpleParallelComposite extends Composite
+
+## Simple Parallel nodes will attampt to execute all chidren at same time and
+## can only have exactly two children. First child as primary node, second
+## child as secondary node.
+## This node will always report primary node's state, and continue tick while
+## primary node return 'RUNNING'. The state of secondary node will be ignored
+## and executed like a subtree.
+## If primary node return 'SUCCESS' or 'FAILURE', this node will interrupt
+## secondary node and return primary node's result.
+## If this node is running under delay mode, it will wait seconday node
+## finish its action after primary node terminates.
+
+#how many times should secondary node repeat, zero means loop forever
+@export var secondary_node_repeat_count: int = 0
+
+#wether to wait secondary node finish its current action after primary node finished
+@export var delay_mode: bool = false
+
+var delayed_result := SUCCESS
+var main_task_finished: bool = false
+var secondary_node_running: bool = false
+var secondary_node_repeat_left: int = 0
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_child_count() != 2:
+ warnings.append("SimpleParallel should have exactly two child nodes.")
+
+ if not get_child(0) is ActionLeaf:
+ warnings.append("SimpleParallel should have an action leaf node as first child node.")
+
+ return warnings
+
+
+func tick(actor, blackboard: Blackboard):
+ for c in get_children():
+ var node_index: int = c.get_index()
+ if node_index == 0 and not main_task_finished:
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ delayed_result = response
+ match response:
+ SUCCESS, FAILURE:
+ _cleanup_running_task(c, actor, blackboard)
+ c.after_run(actor, blackboard)
+ main_task_finished = true
+ if not delay_mode:
+ if secondary_node_running:
+ get_child(1).interrupt(actor, blackboard)
+ _reset()
+ return delayed_result
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ elif node_index == 1:
+ if secondary_node_repeat_count == 0 or secondary_node_repeat_left > 0:
+ if not secondary_node_running:
+ c.before_run(actor, blackboard)
+ var subtree_response = c.tick(actor, blackboard)
+ if subtree_response != RUNNING:
+ secondary_node_running = false
+ c.after_run(actor, blackboard)
+ if delay_mode and main_task_finished:
+ _reset()
+ return delayed_result
+ elif secondary_node_repeat_left > 0:
+ secondary_node_repeat_left -= 1
+ else:
+ secondary_node_running = true
+
+ return RUNNING
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ secondary_node_repeat_left = secondary_node_repeat_count
+ super(actor, blackboard)
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if not main_task_finished:
+ get_child(0).interrupt(actor, blackboard)
+ if secondary_node_running:
+ get_child(1).interrupt(actor, blackboard)
+ _reset()
+ super(actor, blackboard)
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ _reset()
+ super(actor, blackboard)
+
+
+func _reset() -> void:
+ main_task_finished = false
+ secondary_node_running = false
+
+
+## Changes `running_action` and `running_child` after the node finishes executing.
+func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
+ var blackboard_name = str(actor.get_instance_id())
+ if finished_action == running_child:
+ running_child = null
+ if finished_action == blackboard.get_value("running_action", null, blackboard_name):
+ blackboard.set_value("running_action", null, blackboard_name)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"SimpleParallelComposite")
+ return classes
diff --git a/addons/beehave/nodes/decorators/cooldown.gd b/addons/beehave/nodes/decorators/cooldown.gd
new file mode 100644
index 0000000..bba1217
--- /dev/null
+++ b/addons/beehave/nodes/decorators/cooldown.gd
@@ -0,0 +1,49 @@
+@tool
+@icon("../../icons/cooldown.svg")
+extends Decorator
+class_name CooldownDecorator
+
+## The Cooldown Decorator will return 'FAILURE' for a set amount of time
+## after executing its child.
+## The timer resets the next time its child is executed and it is not `RUNNING`
+
+## The wait time in seconds
+@export var wait_time := 0.0
+
+@onready var cache_key = "cooldown_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+ var remaining_time: float = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+ var response: int
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ if remaining_time > 0:
+ response = FAILURE
+
+ remaining_time -= get_physics_process_delta_time()
+ blackboard.set_value(cache_key, remaining_time, str(actor.get_instance_id()))
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(self.get_instance_id(), response, blackboard.get_debug_data())
+ else:
+ response = c.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING and c is ActionLeaf:
+ running_child = c
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ blackboard.set_value(cache_key, wait_time, str(actor.get_instance_id()))
+
+ return response
diff --git a/addons/beehave/nodes/decorators/decorator.gd b/addons/beehave/nodes/decorators/decorator.gd
new file mode 100644
index 0000000..3b93498
--- /dev/null
+++ b/addons/beehave/nodes/decorators/decorator.gd
@@ -0,0 +1,33 @@
+@tool
+@icon("../../icons/category_decorator.svg")
+class_name Decorator extends BeehaveNode
+
+## Decorator nodes are used to transform the result received by its child.
+## Must only have one child.
+
+var running_child: BeehaveNode = null
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = super._get_configuration_warnings()
+
+ if get_child_count() != 1:
+ warnings.append("Decorator should have exactly one child node.")
+
+ return warnings
+
+
+func interrupt(actor: Node, blackboard: Blackboard) -> void:
+ if running_child != null:
+ running_child.interrupt(actor, blackboard)
+ running_child = null
+
+
+func after_run(actor: Node, blackboard: Blackboard) -> void:
+ running_child = null
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Decorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/delayer.gd b/addons/beehave/nodes/decorators/delayer.gd
new file mode 100644
index 0000000..6b023e4
--- /dev/null
+++ b/addons/beehave/nodes/decorators/delayer.gd
@@ -0,0 +1,49 @@
+@tool
+@icon("../../icons/delayer.svg")
+extends Decorator
+class_name DelayDecorator
+
+## The Delay Decorator will return 'RUNNING' for a set amount of time
+## before executing its child.
+## The timer resets when both it and its child are not `RUNNING`
+
+## The wait time in seconds
+@export var wait_time := 0.0
+
+@onready var cache_key = "time_limiter_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+ var total_time: float = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+ var response: int
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ if total_time < wait_time:
+ response = RUNNING
+
+ total_time += get_physics_process_delta_time()
+ blackboard.set_value(cache_key, total_time, str(actor.get_instance_id()))
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(self.get_instance_id(), response, blackboard.get_debug_data())
+ else:
+ response = c.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING and c is ActionLeaf:
+ running_child = c
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ blackboard.set_value(cache_key, 0.0, str(actor.get_instance_id()))
+
+ return response
diff --git a/addons/beehave/nodes/decorators/failer.gd b/addons/beehave/nodes/decorators/failer.gd
new file mode 100644
index 0000000..e8c5396
--- /dev/null
+++ b/addons/beehave/nodes/decorators/failer.gd
@@ -0,0 +1,35 @@
+@tool
+@icon("../../icons/failer.svg")
+class_name AlwaysFailDecorator extends Decorator
+
+## A Failer node will always return a `FAILURE` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ else:
+ c.after_run(actor, blackboard)
+ return FAILURE
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"AlwaysFailDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/inverter.gd b/addons/beehave/nodes/decorators/inverter.gd
new file mode 100644
index 0000000..f6f38c5
--- /dev/null
+++ b/addons/beehave/nodes/decorators/inverter.gd
@@ -0,0 +1,43 @@
+@tool
+@icon("../../icons/inverter.svg")
+class_name InverterDecorator extends Decorator
+
+## An inverter will return `FAILURE` in case it's child returns a `SUCCESS` status
+## code or `SUCCESS` in case its child returns a `FAILURE` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ match response:
+ SUCCESS:
+ c.after_run(actor, blackboard)
+ return FAILURE
+ FAILURE:
+ c.after_run(actor, blackboard)
+ return SUCCESS
+ RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ _:
+ push_error("This should be unreachable")
+ return -1
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"InverterDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/limiter.gd b/addons/beehave/nodes/decorators/limiter.gd
new file mode 100644
index 0000000..3b6127e
--- /dev/null
+++ b/addons/beehave/nodes/decorators/limiter.gd
@@ -0,0 +1,60 @@
+@tool
+@icon("../../icons/limiter.svg")
+class_name LimiterDecorator extends Decorator
+
+## The limiter will execute its `RUNNING` child `x` amount of times. When the number of
+## maximum ticks is reached, it will return a `FAILURE` status code.
+## The count resets the next time that a child is not `RUNNING`
+
+@onready var cache_key = "limiter_%s" % self.get_instance_id()
+
+@export var max_count: int = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if not get_child_count() == 1:
+ return FAILURE
+
+ var child: BeehaveNode = get_child(0)
+ var current_count: int = blackboard.get_value(cache_key, 0, str(actor.get_instance_id()))
+
+ if current_count < max_count:
+ blackboard.set_value(cache_key, current_count + 1, str(actor.get_instance_id()))
+ var response: int = child.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response, blackboard.get_debug_data())
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if child is ActionLeaf and response == RUNNING:
+ running_child = child
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+
+ if response != RUNNING:
+ child.after_run(actor, blackboard)
+
+ return response
+ else:
+ interrupt(actor, blackboard)
+ child.after_run(actor, blackboard)
+ return FAILURE
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ blackboard.set_value(cache_key, 0, str(actor.get_instance_id()))
+ if get_child_count() > 0:
+ get_child(0).before_run(actor, blackboard)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"LimiterDecorator")
+ return classes
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ if not get_child_count() == 1:
+ return ["Requires exactly one child node"]
+ return []
diff --git a/addons/beehave/nodes/decorators/repeater.gd b/addons/beehave/nodes/decorators/repeater.gd
new file mode 100644
index 0000000..d106a38
--- /dev/null
+++ b/addons/beehave/nodes/decorators/repeater.gd
@@ -0,0 +1,58 @@
+## The repeater will execute its child until it returns `SUCCESS` a certain amount of times.
+## When the number of maximum ticks is reached, it will return a `SUCCESS` status code.
+## If the child returns `FAILURE`, the repeater will return `FAILURE` immediately.
+@tool
+@icon("../../icons/repeater.svg")
+class_name RepeaterDecorator extends Decorator
+
+@export var repetitions: int = 1
+var current_count: int = 0
+
+
+func before_run(actor: Node, blackboard: Blackboard):
+ current_count = 0
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var child: BeehaveNode = get_child(0)
+
+ if current_count < repetitions:
+ if running_child == null:
+ child.before_run(actor, blackboard)
+
+ var response: int = child.tick(actor, blackboard)
+
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response, blackboard.get_debug_data())
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = child
+ if child is ActionLeaf:
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+ return RUNNING
+
+ current_count += 1
+ child.after_run(actor, blackboard)
+
+ if running_child != null:
+ running_child = null
+
+ if response == FAILURE:
+ return FAILURE
+
+ if current_count >= repetitions:
+ return SUCCESS
+
+ return RUNNING
+ else:
+ return SUCCESS
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"LimiterDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/succeeder.gd b/addons/beehave/nodes/decorators/succeeder.gd
new file mode 100644
index 0000000..2a7d5ed
--- /dev/null
+++ b/addons/beehave/nodes/decorators/succeeder.gd
@@ -0,0 +1,35 @@
+@tool
+@icon("../../icons/succeeder.svg")
+class_name AlwaysSucceedDecorator extends Decorator
+
+## A succeeder node will always return a `SUCCESS` status code.
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ else:
+ c.after_run(actor, blackboard)
+ return SUCCESS
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"AlwaysSucceedDecorator")
+ return classes
diff --git a/addons/beehave/nodes/decorators/time_limiter.gd b/addons/beehave/nodes/decorators/time_limiter.gd
new file mode 100644
index 0000000..c19c598
--- /dev/null
+++ b/addons/beehave/nodes/decorators/time_limiter.gd
@@ -0,0 +1,60 @@
+@tool
+@icon("../../icons/limiter.svg")
+class_name TimeLimiterDecorator extends Decorator
+
+## The Time Limit Decorator will give its `RUNNING` child a set amount of time to finish
+## before interrupting it and return a `FAILURE` status code.
+## The timer resets the next time that a child is not `RUNNING`
+
+@export var wait_time := 0.0
+
+@onready var cache_key: String = "time_limiter_%s" % self.get_instance_id()
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ if not get_child_count() == 1:
+ return FAILURE
+
+ var child: BeehaveNode = self.get_child(0)
+ var time_left: float = blackboard.get_value(cache_key, 0.0, str(actor.get_instance_id()))
+
+ if time_left < wait_time:
+ time_left += get_physics_process_delta_time()
+ blackboard.set_value(cache_key, time_left, str(actor.get_instance_id()))
+ var response: int = child.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response, blackboard.get_debug_data())
+
+ if child is ConditionLeaf:
+ blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = child
+ if child is ActionLeaf:
+ blackboard.set_value("running_action", child, str(actor.get_instance_id()))
+ else:
+ child.after_run(actor, blackboard)
+ return response
+ else:
+ interrupt(actor, blackboard)
+ child.after_run(actor, blackboard)
+ return FAILURE
+
+
+func before_run(actor: Node, blackboard: Blackboard) -> void:
+ blackboard.set_value(cache_key, 0.0, str(actor.get_instance_id()))
+ if get_child_count() > 0:
+ get_child(0).before_run(actor, blackboard)
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"TimeLimiterDecorator")
+ return classes
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ if not get_child_count() == 1:
+ return ["Requires exactly one child node"]
+ return []
diff --git a/addons/beehave/nodes/decorators/until_fail.gd b/addons/beehave/nodes/decorators/until_fail.gd
new file mode 100644
index 0000000..82dc686
--- /dev/null
+++ b/addons/beehave/nodes/decorators/until_fail.gd
@@ -0,0 +1,33 @@
+@tool
+@icon("../../icons/until_fail.svg")
+class_name UntilFailDecorator
+extends Decorator
+
+## The UntilFail Decorator will return `RUNNING` if its child returns
+## `SUCCESS` or `RUNNING` or it will return `SUCCESS` if its child returns
+## `FAILURE`
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var c: BeehaveNode = get_child(0)
+
+ if c != running_child:
+ c.before_run(actor, blackboard)
+
+ var response: int = c.tick(actor, blackboard)
+ if can_send_message(blackboard):
+ BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data())
+
+ if c is ConditionLeaf:
+ blackboard.set_value("last_condition", c, str(actor.get_instance_id()))
+ blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
+
+ if response == RUNNING:
+ running_child = c
+ if c is ActionLeaf:
+ blackboard.set_value("running_action", c, str(actor.get_instance_id()))
+ return RUNNING
+ if response == SUCCESS:
+ return RUNNING
+
+ return SUCCESS
diff --git a/addons/beehave/nodes/leaves/action.gd b/addons/beehave/nodes/leaves/action.gd
new file mode 100644
index 0000000..9074c07
--- /dev/null
+++ b/addons/beehave/nodes/leaves/action.gd
@@ -0,0 +1,14 @@
+@tool
+@icon("../../icons/action.svg")
+class_name ActionLeaf extends Leaf
+
+## Actions are leaf nodes that define a task to be performed by an actor.
+## Their execution can be long running, potentially being called across multiple
+## frame executions. In this case, the node should return `RUNNING` until the
+## action is completed.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"ActionLeaf")
+ return classes
diff --git a/addons/beehave/nodes/leaves/blackboard_compare.gd b/addons/beehave/nodes/leaves/blackboard_compare.gd
new file mode 100644
index 0000000..38a870d
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_compare.gd
@@ -0,0 +1,65 @@
+@tool
+class_name BlackboardCompareCondition extends ConditionLeaf
+
+## Compares two values using the specified comparison operator.
+## Returns [code]FAILURE[/code] if any of the expression fails or the
+## comparison operation returns [code]false[/code], otherwise it returns [code]SUCCESS[/code].
+
+enum Operators {
+ EQUAL,
+ NOT_EQUAL,
+ GREATER,
+ LESS,
+ GREATER_EQUAL,
+ LESS_EQUAL,
+}
+
+## Expression represetning left operand.
+## This value can be any valid GDScript expression.
+## In order to use the existing blackboard keys for comparison,
+## use get_value("key_name") e.g. get_value("direction").length()
+@export_placeholder(EXPRESSION_PLACEHOLDER) var left_operand: String = ""
+## Comparison operator.
+@export_enum("==", "!=", ">", "<", ">=", "<=") var operator: int = 0
+## Expression represetning right operand.
+## This value can be any valid GDScript expression.
+## In order to use the existing blackboard keys for comparison,
+## use get_value("key_name") e.g. get_value("direction").length()
+@export_placeholder(EXPRESSION_PLACEHOLDER) var right_operand: String = ""
+
+@onready var _left_expression: Expression = _parse_expression(left_operand)
+@onready var _right_expression: Expression = _parse_expression(right_operand)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var left: Variant = _left_expression.execute([], blackboard)
+
+ if _left_expression.has_execute_failed():
+ return FAILURE
+
+ var right: Variant = _right_expression.execute([], blackboard)
+
+ if _right_expression.has_execute_failed():
+ return FAILURE
+
+ var result: bool = false
+
+ match operator:
+ Operators.EQUAL:
+ result = left == right
+ Operators.NOT_EQUAL:
+ result = left != right
+ Operators.GREATER:
+ result = left > right
+ Operators.LESS:
+ result = left < right
+ Operators.GREATER_EQUAL:
+ result = left >= right
+ Operators.LESS_EQUAL:
+ result = left <= right
+
+ return SUCCESS if result else FAILURE
+
+
+func _get_expression_sources() -> Array[String]:
+ return [left_operand, right_operand]
diff --git a/addons/beehave/nodes/leaves/blackboard_erase.gd b/addons/beehave/nodes/leaves/blackboard_erase.gd
new file mode 100644
index 0000000..e5cc1d4
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_erase.gd
@@ -0,0 +1,25 @@
+@tool
+class_name BlackboardEraseAction extends ActionLeaf
+
+## Erases the specified key from the blackboard.
+## Returns [code]FAILURE[/code] if expression execution fails, otherwise [code]SUCCESS[/code].
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ blackboard.erase_value(key_value)
+
+ return SUCCESS
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key]
diff --git a/addons/beehave/nodes/leaves/blackboard_has.gd b/addons/beehave/nodes/leaves/blackboard_has.gd
new file mode 100644
index 0000000..2ee5e92
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_has.gd
@@ -0,0 +1,23 @@
+@tool
+class_name BlackboardHasCondition extends ConditionLeaf
+
+## Returns [code]FAILURE[/code] if expression execution fails or the specified key doesn't exist.
+## Returns [code]SUCCESS[/code] if blackboard has the specified key.
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ return SUCCESS if blackboard.has_value(key_value) else FAILURE
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key]
diff --git a/addons/beehave/nodes/leaves/blackboard_set.gd b/addons/beehave/nodes/leaves/blackboard_set.gd
new file mode 100644
index 0000000..4f0ed9f
--- /dev/null
+++ b/addons/beehave/nodes/leaves/blackboard_set.gd
@@ -0,0 +1,33 @@
+@tool
+class_name BlackboardSetAction extends ActionLeaf
+
+## Sets the specified key to the specified value.
+## Returns [code]FAILURE[/code] if expression execution fails, otherwise [code]SUCCESS[/code].
+
+## Expression representing a blackboard key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var key: String = ""
+## Expression representing a blackboard value to assign to the specified key.
+@export_placeholder(EXPRESSION_PLACEHOLDER) var value: String = ""
+
+@onready var _key_expression: Expression = _parse_expression(key)
+@onready var _value_expression: Expression = _parse_expression(value)
+
+
+func tick(actor: Node, blackboard: Blackboard) -> int:
+ var key_value: Variant = _key_expression.execute([], blackboard)
+
+ if _key_expression.has_execute_failed():
+ return FAILURE
+
+ var value_value: Variant = _value_expression.execute([], blackboard)
+
+ if _value_expression.has_execute_failed():
+ return FAILURE
+
+ blackboard.set_value(key_value, value_value)
+
+ return SUCCESS
+
+
+func _get_expression_sources() -> Array[String]:
+ return [key, value]
diff --git a/addons/beehave/nodes/leaves/condition.gd b/addons/beehave/nodes/leaves/condition.gd
new file mode 100644
index 0000000..f4610b4
--- /dev/null
+++ b/addons/beehave/nodes/leaves/condition.gd
@@ -0,0 +1,12 @@
+@tool
+@icon("../../icons/condition.svg")
+class_name ConditionLeaf extends Leaf
+
+## Conditions are leaf nodes that either return SUCCESS or FAILURE depending on
+## a single simple condition. They should never return `RUNNING`.
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"ConditionLeaf")
+ return classes
diff --git a/addons/beehave/nodes/leaves/leaf.gd b/addons/beehave/nodes/leaves/leaf.gd
new file mode 100644
index 0000000..4946c7d
--- /dev/null
+++ b/addons/beehave/nodes/leaves/leaf.gd
@@ -0,0 +1,48 @@
+@tool
+@icon("../../icons/category_leaf.svg")
+class_name Leaf extends BeehaveNode
+
+## Base class for all leaf nodes of the tree.
+
+const EXPRESSION_PLACEHOLDER: String = "Insert an expression..."
+
+
+func _get_configuration_warnings() -> PackedStringArray:
+ var warnings: PackedStringArray = []
+
+ var children: Array[Node] = get_children()
+
+ if children.any(func(x): return x is BeehaveNode):
+ warnings.append("Leaf nodes should not have any child nodes. They won't be ticked.")
+
+ for source in _get_expression_sources():
+ var error_text: String = _parse_expression(source).get_error_text()
+ if not error_text.is_empty():
+ warnings.append("Expression `%s` is invalid! Error text: `%s`" % [source, error_text])
+
+ return warnings
+
+
+func _parse_expression(source: String) -> Expression:
+ var result: Expression = Expression.new()
+ var error: int = result.parse(source)
+
+ if not Engine.is_editor_hint() and error != OK:
+ push_error(
+ (
+ "[Leaf] Couldn't parse expression with source: `%s` Error text: `%s`"
+ % [source, result.get_error_text()]
+ )
+ )
+
+ return result
+
+
+func _get_expression_sources() -> Array[String]: # virtual
+ return []
+
+
+func get_class_name() -> Array[StringName]:
+ var classes := super()
+ classes.push_back(&"Leaf")
+ return classes
diff --git a/addons/beehave/plugin.cfg b/addons/beehave/plugin.cfg
new file mode 100644
index 0000000..5f1b671
--- /dev/null
+++ b/addons/beehave/plugin.cfg
@@ -0,0 +1,7 @@
+[plugin]
+
+name="Beehave"
+description="🐝 Behavior Tree addon for Godot Engine"
+author="bitbrain"
+version="2.8.4-dev"
+script="plugin.gd"
diff --git a/addons/beehave/plugin.gd b/addons/beehave/plugin.gd
new file mode 100644
index 0000000..cda3b0d
--- /dev/null
+++ b/addons/beehave/plugin.gd
@@ -0,0 +1,26 @@
+@tool
+extends EditorPlugin
+
+const BeehaveEditorDebugger := preload("debug/debugger.gd")
+var editor_debugger: BeehaveEditorDebugger
+var frames: RefCounted
+
+
+func _init():
+ name = "BeehavePlugin"
+ add_autoload_singleton("BeehaveGlobalMetrics", "metrics/beehave_global_metrics.gd")
+ add_autoload_singleton("BeehaveGlobalDebugger", "debug/global_debugger.gd")
+ print("Beehave initialized!")
+
+
+func _enter_tree() -> void:
+ editor_debugger = BeehaveEditorDebugger.new()
+ if Engine.get_version_info().minor >= 2:
+ frames = preload("debug/new_frames.gd").new()
+ else:
+ frames = preload("debug/old_frames.gd").new()
+ add_debugger_plugin(editor_debugger)
+
+
+func _exit_tree() -> void:
+ remove_debugger_plugin(editor_debugger)
diff --git a/addons/beehave/utils/utils.gd b/addons/beehave/utils/utils.gd
new file mode 100644
index 0000000..5f51ce7
--- /dev/null
+++ b/addons/beehave/utils/utils.gd
@@ -0,0 +1,21 @@
+@tool
+
+
+static func get_plugin() -> EditorPlugin:
+ var tree: SceneTree = Engine.get_main_loop()
+ return tree.get_root().get_child(0).get_node_or_null("BeehavePlugin")
+
+
+static func get_editor_scale() -> float:
+ var plugin := get_plugin()
+ if plugin:
+ return plugin.get_editor_interface().get_editor_scale()
+ return 1.0
+
+
+static func get_frames() -> RefCounted:
+ var plugin := get_plugin()
+ if plugin:
+ return plugin.frames
+ push_error("Can't find Beehave Plugin")
+ return null
diff --git a/project.godot b/project.godot
index 4e1005f..8741ac9 100644
--- a/project.godot
+++ b/project.godot
@@ -15,6 +15,11 @@ run/main_scene="res://scenes/main_scene.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"
+[autoload]
+
+BeehaveGlobalMetrics="*res://addons/beehave/metrics/beehave_global_metrics.gd"
+BeehaveGlobalDebugger="*res://addons/beehave/debug/global_debugger.gd"
+
[display]
window/size/viewport_width=1280
@@ -22,7 +27,7 @@ window/size/viewport_height=720
[editor_plugins]
-enabled=PackedStringArray("res://addons/enhanced_gridmap/plugin.cfg")
+enabled=PackedStringArray("res://addons/beehave/plugin.cfg", "res://addons/enhanced_gridmap/plugin.cfg")
[input]
diff --git a/scenes/main.gd b/scenes/main.gd
index a9543d4..6ea69e0 100644
--- a/scenes/main.gd
+++ b/scenes/main.gd
@@ -14,10 +14,10 @@ var max_players = 4
var bots = []
@export var turn_based_mode: bool = true
-var bot_move_timer: float = 0.0
-const BOT_MOVE_INTERVAL: float = 2.0
+#var bot_move_timer: float = 0.0
+#const BOT_MOVE_INTERVAL: float = 2.0
-var moving_bots = {}
+#var moving_bots = {}
enum ActionState {
NONE,
@@ -57,13 +57,14 @@ func _process(delta):
if turn_based_mode:
rpc("sync_turn_index", current_turn_index)
else:
- bot_move_timer += delta
- if bot_move_timer >= BOT_MOVE_INTERVAL:
- bot_move_timer = 0.0
- var current_bots = bots.duplicate()
- for bot_id in current_bots:
- if not moving_bots.get(bot_id, false):
- move_bot(bot_id)
+ pass
+ #bot_move_timer += delta
+ #if bot_move_timer >= BOT_MOVE_INTERVAL:
+ #bot_move_timer = 0.0
+ #var current_bots = bots.duplicate()
+ #for bot_id in current_bots:
+ #if not moving_bots.get(bot_id, false):
+ #move_bot(bot_id)
func setup_action_buttons():
move_button.pressed.connect(func(): set_action_state(ActionState.MOVING))
@@ -265,27 +266,33 @@ func add_player_character(peer_id):
func add_bot(bot_id):
if multiplayer.is_server():
rpc("create_bot", bot_id)
- moving_bots[bot_id] = false
+ #moving_bots[bot_id] = false
@rpc("call_local")
func create_bot(bot_id):
var bot_character = player_scene.instantiate()
bot_character.set_multiplayer_authority(1)
bot_character.name = str(bot_id)
+
+ # Add Beehave tree
+ var behavior_tree = preload("res://scripts/bot_behavior_tree.gd").new()
+ bot_character.add_child(behavior_tree)
+ behavior_tree.name = "BehaviorTree"
+
add_child(bot_character)
bot_character.add_to_group("Players", true)
bot_character.add_to_group("Bots", true)
+
if multiplayer.is_server():
bots.append(bot_id)
players.append(bot_id)
- moving_bots[bot_id] = false
func replace_bot_with_player(player_id):
if multiplayer.is_server() and bots.size() > 0:
var bot_id = bots.pop_front()
players.erase(bot_id)
players.append(player_id)
- moving_bots.erase(bot_id)
+ #moving_bots.erase(bot_id)
rpc("remove_bot", bot_id)
rpc("sync_players", players)
@@ -350,8 +357,8 @@ func next_turn():
if multiplayer.is_server() and turn_based_mode:
current_turn_index = (current_turn_index + 1) % players.size()
rpc("set_current_turn", players[current_turn_index])
- if players[current_turn_index] in bots:
- move_bot(players[current_turn_index])
+ #if players[current_turn_index] in bots:
+ #move_bot(players[current_turn_index])
func request_next_turn():
if multiplayer.is_server():
@@ -384,130 +391,130 @@ func end_current_turn():
next_turn()
rpc("sync_turn_index", current_turn_index)
-func move_bot(bot_id):
- if not multiplayer.is_server() or moving_bots.get(bot_id, false):
- return
-
- var bot = get_node_or_null(str(bot_id))
- if not is_instance_valid(bot) or bot.is_player_moving:
- moving_bots.erase(bot_id)
- return
-
- if bot.action_points <= 0:
- if turn_based_mode:
- moving_bots[bot_id] = false
- end_current_turn()
- else:
- bot.action_points = 2
- bot.has_moved_this_turn = false
- bot.has_performed_action = false
- moving_bots[bot_id] = false
- await get_tree().create_timer(0.5).timeout
- move_bot(bot_id)
- return
-
- moving_bots[bot_id] = true
- await get_tree().create_timer(0.5).timeout
-
- if not is_instance_valid(bot):
- moving_bots.erase(bot_id)
- return
-
- var best_move = evaluate_bot_move(bot)
- execute_bot_move(bot, bot_id, best_move)
+#func move_bot(bot_id):
+ #if not multiplayer.is_server() or moving_bots.get(bot_id, false):
+ #return
+ #
+ #var bot = get_node_or_null(str(bot_id))
+ #if not is_instance_valid(bot) or bot.is_player_moving:
+ #moving_bots.erase(bot_id)
+ #return
+ #
+ #if bot.action_points <= 0:
+ #if turn_based_mode:
+ #moving_bots[bot_id] = false
+ #end_current_turn()
+ #else:
+ #bot.action_points = 2
+ #bot.has_moved_this_turn = false
+ #bot.has_performed_action = false
+ #moving_bots[bot_id] = false
+ #await get_tree().create_timer(0.5).timeout
+ #move_bot(bot_id)
+ #return
+ #
+ #moving_bots[bot_id] = true
+ #await get_tree().create_timer(0.5).timeout
+ #
+ #if not is_instance_valid(bot):
+ #moving_bots.erase(bot_id)
+ #return
+ #
+ #var best_move = evaluate_bot_move(bot)
+ #execute_bot_move(bot, bot_id, best_move)
-func execute_bot_move(bot, bot_id, move):
- match move.action:
- "arrange":
- if bot.action_points >= 2:
- bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
- bot.action_points -= 2
- moving_bots[bot_id] = false
- if bot.action_points > 0 or not turn_based_mode:
- move_bot(bot_id)
- elif turn_based_mode:
- end_current_turn()
-
- "grab", "put":
- var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
- if success:
- bot.action_points -= 1
- moving_bots[bot_id] = false
- if bot.action_points > 0 or not turn_based_mode:
- move_bot(bot_id)
- elif turn_based_mode:
- end_current_turn()
-
- "move":
- if is_instance_valid(bot) and bot.action_points >= 1:
- var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
- if path.size() > 1:
- path.pop_front()
- var trimmed_path = path.slice(0, bot.movement_range)
- bot.rotate_towards_target(move.position)
- bot.move_bot_along_path(trimmed_path, bot_id)
- bot.action_points -= 1
- else:
- moving_bots[bot_id] = false
- if bot.action_points > 0 or not turn_based_mode:
- move_bot(bot_id)
- elif turn_based_mode:
- end_current_turn()
- else:
- moving_bots[bot_id] = false
- if bot.action_points > 0 or not turn_based_mode:
- move_bot(bot_id)
- elif turn_based_mode:
- end_current_turn()
-
- _:
- moving_bots[bot_id] = false
- if turn_based_mode:
- end_current_turn()
- else:
- move_bot(bot_id)
+#func execute_bot_move(bot, bot_id, move):
+ #match move.action:
+ #"arrange":
+ #if bot.action_points >= 2:
+ #bot.arrange_playerboard_item(bot.find_best_arrangement_slot())
+ #bot.action_points -= 2
+ #moving_bots[bot_id] = false
+ #if bot.action_points > 0 or not turn_based_mode:
+ #move_bot(bot_id)
+ #elif turn_based_mode:
+ #end_current_turn()
+ #
+ #"grab", "put":
+ #var success = bot.grab_item(move.position) if move.action == "grab" else bot.put_item(move.position)
+ #if success:
+ #bot.action_points -= 1
+ #moving_bots[bot_id] = false
+ #if bot.action_points > 0 or not turn_based_mode:
+ #move_bot(bot_id)
+ #elif turn_based_mode:
+ #end_current_turn()
+ #
+ #"move":
+ #if is_instance_valid(bot) and bot.action_points >= 1:
+ #var path = bot.enhanced_gridmap.find_path(Vector2(bot.current_position), Vector2(move.position))
+ #if path.size() > 1:
+ #path.pop_front()
+ #var trimmed_path = path.slice(0, bot.movement_range)
+ #bot.rotate_towards_target(move.position)
+ #bot.move_bot_along_path(trimmed_path, bot_id)
+ #bot.action_points -= 1
+ #else:
+ #moving_bots[bot_id] = false
+ #if bot.action_points > 0 or not turn_based_mode:
+ #move_bot(bot_id)
+ #elif turn_based_mode:
+ #end_current_turn()
+ #else:
+ #moving_bots[bot_id] = false
+ #if bot.action_points > 0 or not turn_based_mode:
+ #move_bot(bot_id)
+ #elif turn_based_mode:
+ #end_current_turn()
+ #
+ #_:
+ #moving_bots[bot_id] = false
+ #if turn_based_mode:
+ #end_current_turn()
+ #else:
+ #move_bot(bot_id)
-func evaluate_bot_move(bot: Node) -> Dictionary:
- if not is_instance_valid(bot) or bot.action_points <= 0:
- return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
+#func evaluate_bot_move(bot: Node) -> Dictionary:
+ #if not is_instance_valid(bot) or bot.action_points <= 0:
+ #return { "action": "none", "position": Vector2i.ZERO, "value": -1 }
+#
+ #var moves = []
+ #
+ #if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
+ #moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
+#
+ #if bot.action_points >= 1:
+ #var put_position = bot.find_best_put_position(bot)
+ #if put_position != Vector2i(-1, -1):
+ #moves.append({ "action": "put", "position": put_position, "value": 18 })
+#
+ #if bot.action_points >= 1 and not bot.playerboard_is_full():
+ #var grab_position = bot.find_best_grab_position()
+ #if grab_position != Vector2i(-1, -1):
+ #moves.append({ "action": "grab", "position": grab_position, "value": 15 })
+#
+ #if bot.action_points >= 1 and not bot.has_moved_this_turn:
+ #var random_pos = bot.find_random_valid_position_in_range()
+ #if random_pos != bot.current_position:
+ #moves.append({ "action": "move", "position": random_pos, "value": 5 })
+#
+ #moves.sort_custom(func(a, b): return a.value > b.value)
+ #return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
- var moves = []
-
- if bot.action_points >= 2 and bot.check_playerboard_arrangement(bot):
- moves.append({ "action": "arrange", "position": bot.current_position, "value": 20 })
-
- if bot.action_points >= 1:
- var put_position = bot.find_best_put_position(bot)
- if put_position != Vector2i(-1, -1):
- moves.append({ "action": "put", "position": put_position, "value": 18 })
-
- if bot.action_points >= 1 and not bot.playerboard_is_full():
- var grab_position = bot.find_best_grab_position()
- if grab_position != Vector2i(-1, -1):
- moves.append({ "action": "grab", "position": grab_position, "value": 15 })
-
- if bot.action_points >= 1 and not bot.has_moved_this_turn:
- var random_pos = bot.find_random_valid_position_in_range()
- if random_pos != bot.current_position:
- moves.append({ "action": "move", "position": random_pos, "value": 5 })
-
- moves.sort_custom(func(a, b): return a.value > b.value)
- return moves[0] if moves.size() > 0 else { "action": "none", "position": bot.current_position, "value": 0 }
-
-func bot_movement_completed(bot_id):
- if not multiplayer.is_server():
- return
-
- moving_bots[bot_id] = false
- var bot = get_node_or_null(str(bot_id))
-
- if not is_instance_valid(bot):
- moving_bots.erase(bot_id)
- return
-
- if bot.action_points > 0 or not turn_based_mode:
- await get_tree().create_timer(0.5).timeout
- if is_instance_valid(bot):
- move_bot(bot_id)
- else:
- end_current_turn()
+#func bot_movement_completed(bot_id):
+ #if not multiplayer.is_server():
+ #return
+ #
+ #moving_bots[bot_id] = false
+ #var bot = get_node_or_null(str(bot_id))
+ #
+ #if not is_instance_valid(bot):
+ #moving_bots.erase(bot_id)
+ #return
+ #
+ #if bot.action_points > 0 or not turn_based_mode:
+ #await get_tree().create_timer(0.5).timeout
+ #if is_instance_valid(bot):
+ #move_bot(bot_id)
+ #else:
+ #end_current_turn()
diff --git a/scenes/main.tscn b/scenes/main.tscn
index f63cdfc..fd2d466 100644
--- a/scenes/main.tscn
+++ b/scenes/main.tscn
@@ -17,6 +17,7 @@
[node name="Main" type="Node3D"]
script = ExtResource("1_xcpe3")
+players = null
turn_based_mode = false
[node name="EnhancedGridMap" type="GridMap" parent="."]
diff --git a/scenes/player.gd b/scenes/player.gd
index 4643142..5ad1c30 100644
--- a/scenes/player.gd
+++ b/scenes/player.gd
@@ -71,8 +71,8 @@ func _physics_process(_delta):
rpc("remote_set_position", global_position)
func _unhandled_input(event):
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
var main = get_node("/root/Main")
if not is_multiplayer_authority() or (main.turn_based_mode and (not is_my_turn or is_player_moving)):
@@ -576,28 +576,28 @@ func _on_slot_clicked(event: InputEvent, slot_index: int):
main.set_action_state(main.ActionState.NONE)
-func check_playerboard_arrangement(bot: Node) -> bool:
- var goal_indices = [] # Store indices of non-empty goals
- var goal_items = [] # Store the actual goal items
-
- # Get all valid goals (non -1)
- for i in range(goals.size()):
- if goals[i] != -1:
- goal_indices.append(i)
- goal_items.append(goals[i])
-
- # Check if current arrangement matches goals
- var current_items = []
- for i in range(playerboard.size()):
- if playerboard[i] in goal_items:
- current_items.append(playerboard[i])
-
- # Compare current order with goal order
- for i in range(min(current_items.size(), goal_items.size())):
- if current_items[i] != goal_items[i]:
- return true
-
- return false
+#func check_playerboard_arrangement(bot: Node) -> bool:
+ #var goal_indices = [] # Store indices of non-empty goals
+ #var goal_items = [] # Store the actual goal items
+ #
+ ## Get all valid goals (non -1)
+ #for i in range(goals.size()):
+ #if goals[i] != -1:
+ #goal_indices.append(i)
+ #goal_items.append(goals[i])
+ #
+ ## Check if current arrangement matches goals
+ #var current_items = []
+ #for i in range(playerboard.size()):
+ #if playerboard[i] in goal_items:
+ #current_items.append(playerboard[i])
+ #
+ ## Compare current order with goal order
+ #for i in range(min(current_items.size(), goal_items.size())):
+ #if current_items[i] != goal_items[i]:
+ #return true
+ #
+ #return false
func is_valid_arrangement_slot(from_slot: int, to_slot: int) -> bool:
var from_row = from_slot / 5
@@ -622,39 +622,39 @@ func get_adjacent_playerboard_slots(slot_index) -> Array:
return adjacent
-func find_best_arrangement_slot() -> int:
- for i in range(playerboard.size()):
- if playerboard[i] != -1:
- var neighbors = get_adjacent_playerboard_slots(i)
- for adj_slot in neighbors:
- if playerboard[adj_slot] == -1 and playerboard[i] in goals:
- return adj_slot
- return playerboard.find(-1)
+#func find_best_arrangement_slot() -> int:
+ #for i in range(playerboard.size()):
+ #if playerboard[i] != -1:
+ #var neighbors = get_adjacent_playerboard_slots(i)
+ #for adj_slot in neighbors:
+ #if playerboard[adj_slot] == -1 and playerboard[i] in goals:
+ #return adj_slot
+ #return playerboard.find(-1)
-func find_best_put_position(bot: Node) -> Vector2i:
- # Find the first empty cell adjacent to a matching item in the playerboard
- for i in range(playerboard.size()):
- if playerboard[i] in goals:
- var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
- for neighbor in neighbors:
- var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
- if enhanced_gridmap.get_cell_item(cell) == -1:
- return neighbor.position
- return Vector2i(-1, -1)
+#func find_best_put_position(bot: Node) -> Vector2i:
+ ## Find the first empty cell adjacent to a matching item in the playerboard
+ #for i in range(playerboard.size()):
+ #if playerboard[i] in goals:
+ #var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
+ #for neighbor in neighbors:
+ #var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
+ #if enhanced_gridmap.get_cell_item(cell) == -1:
+ #return neighbor.position
+ #return Vector2i(-1, -1)
-func find_best_grab_position() -> Vector2i:
- # Find the first matching item in the grid or adjacent cells
- var current_cell = Vector3i(current_position.x, 1, current_position.y)
- if enhanced_gridmap.get_cell_item(current_cell) in goals:
- return current_position
-
- var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
- for neighbor in neighbors:
- var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
- if enhanced_gridmap.get_cell_item(cell) in goals:
- return neighbor.position
-
- return Vector2i(-1, -1)
+#func find_best_grab_position() -> Vector2i:
+ ## Find the first matching item in the grid or adjacent cells
+ #var current_cell = Vector3i(current_position.x, 1, current_position.y)
+ #if enhanced_gridmap.get_cell_item(current_cell) in goals:
+ #return current_position
+#
+ #var neighbors = enhanced_gridmap.get_neighbors(current_position, 1)
+ #for neighbor in neighbors:
+ #var cell = Vector3i(neighbor.position.x, 1, neighbor.position.y)
+ #if enhanced_gridmap.get_cell_item(cell) in goals:
+ #return neighbor.position
+#
+ #return Vector2i(-1, -1)
func has_item_at_current_position() -> bool:
var current_cell = Vector3i(current_position.x, 1, current_position.y)
@@ -667,8 +667,8 @@ func playerboard_is_full() -> bool:
return playerboard.find(-1) == -1
func highlight_movement_range():
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
for x in range(enhanced_gridmap.columns):
for z in range(enhanced_gridmap.rows):
@@ -680,8 +680,8 @@ func highlight_movement_range():
enhanced_gridmap.set_cell_item(Vector3i(x, 0, z), enhanced_gridmap.hover_item)
func highlight_adjacent_cells():
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
var current_cell = Vector3i(current_position.x, 1, current_position.y)
if enhanced_gridmap.get_cell_item(current_cell) != -1:
@@ -698,8 +698,8 @@ func highlight_adjacent_cells():
func highlight_empty_adjacent_cells():
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
# Clear previous highlights
clear_highlights()
@@ -723,8 +723,8 @@ func highlight_empty_adjacent_cells():
enhanced_gridmap.hover_item)
func highlight_random_valid_cells():
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
var valid_cells = []
for x in range(enhanced_gridmap.columns):
@@ -744,8 +744,8 @@ func highlight_random_valid_cells():
valid_cells.remove_at(index)
func highlight_occupied_playerboard_slots():
- if is_in_group("Bots"):
- return
+ #if is_in_group("Bots"):
+ #return
var main = get_node("/root/Main")
if not main or not main.playerboard_ui:
diff --git a/scripts/arrange_action.gd b/scripts/arrange_action.gd
new file mode 100644
index 0000000..1ce60a0
--- /dev/null
+++ b/scripts/arrange_action.gd
@@ -0,0 +1,12 @@
+extends BeehaveAction
+
+func tick(actor: Node, blackboard: Blackboard) -> bool:
+ var bot = actor as Node # Your bot node
+
+ var best_slot = bot.find_best_arrangement_slot()
+ if best_slot != -1:
+ bot.arrange_playerboard_item(best_slot)
+ bot.action_points -= 2
+ return true
+
+ return false
diff --git a/scripts/bot_behavior_tree.gd b/scripts/bot_behavior_tree.gd
new file mode 100644
index 0000000..df274f2
--- /dev/null
+++ b/scripts/bot_behavior_tree.gd
@@ -0,0 +1,65 @@
+@tool
+extends BeehaveTree
+
+func _ready():
+ # Only create tree in game, not in editor
+ if Engine.is_editor_hint():
+ return
+
+ # Create the root selector
+ var root_selector = BeehaveSelector.new()
+ root_selector.name = "RootSelector"
+ add_child(root_selector)
+
+ # Add the main sequences
+ var arrange_sequence = create_arrange_sequence()
+ var grab_sequence = create_grab_sequence()
+ var put_sequence = create_put_sequence()
+ var move_sequence = create_move_sequence()
+
+ root_selector.add_child(arrange_sequence)
+ root_selector.add_child(grab_sequence)
+ root_selector.add_child(put_sequence)
+ root_selector.add_child(move_sequence)
+
+func create_arrange_sequence() -> BeehaveSequence:
+ var sequence = BeehaveSequence.new()
+ sequence.name = "ArrangeSequence"
+
+ # Conditions
+ var has_enough_ap = BeehaveCondition.new()
+ has_enough_ap.set_script(load("res://scripts/conditions/has_enough_ap.gd"))
+
+ var needs_arrangement = BeehaveCondition.new()
+ needs_arrangement.set_script(load("res://scripts/conditions/needs_arrangement.gd"))
+
+ # Action
+ var arrange_action = BeehaveAction.new()
+ arrange_action.set_script(load("res://scripts/actions/arrange_action.gd"))
+
+ sequence.add_child(has_enough_ap)
+ sequence.add_child(needs_arrangement)
+ sequence.add_child(arrange_action)
+
+ return sequence
+
+func create_grab_sequence() -> BeehaveSequence:
+ var sequence = BeehaveSequence.new()
+ sequence.name = "GrabSequence"
+
+ # Conditions
+ var has_ap = BeehaveCondition.new()
+ has_ap.set_script(load("res://scripts/conditions/has_ap.gd"))
+
+ var can_grab = BeehaveCondition.new()
+ can_grab.set_script(load("res://scripts/conditions/can_grab.gd"))
+
+ # Action
+ var grab_action = BeehaveAction.new()
+ grab_action.set_script(load("res://scripts/actions/grab_action.gd"))
+
+ sequence.add_child(has_ap)
+ sequence.add_child(can_grab)
+ sequence.add_child(grab_action)
+
+ return sequence
diff --git a/scripts/has_enough_ap.gd b/scripts/has_enough_ap.gd
new file mode 100644
index 0000000..c3d6813
--- /dev/null
+++ b/scripts/has_enough_ap.gd
@@ -0,0 +1,5 @@
+extends BeehaveCondition
+
+func tick(actor: Node, blackboard: Blackboard) -> bool:
+ var bot = actor as Node # Your bot node
+ return bot.action_points >= 2