add beehave
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@tool
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@icon("../../icons/limiter.svg")
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class_name LimiterDecorator extends Decorator
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## The limiter will execute its `RUNNING` child `x` amount of times. When the number of
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## maximum ticks is reached, it will return a `FAILURE` status code.
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## The count resets the next time that a child is not `RUNNING`
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@onready var cache_key = "limiter_%s" % self.get_instance_id()
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@export var max_count: int = 0
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func tick(actor: Node, blackboard: Blackboard) -> int:
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if not get_child_count() == 1:
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return FAILURE
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var child: BeehaveNode = get_child(0)
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var current_count: int = blackboard.get_value(cache_key, 0, str(actor.get_instance_id()))
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if current_count < max_count:
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blackboard.set_value(cache_key, current_count + 1, str(actor.get_instance_id()))
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var response: int = child.tick(actor, blackboard)
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if can_send_message(blackboard):
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BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response, blackboard.get_debug_data())
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if child is ConditionLeaf:
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blackboard.set_value("last_condition", child, str(actor.get_instance_id()))
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blackboard.set_value("last_condition_status", response, str(actor.get_instance_id()))
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if child is ActionLeaf and response == RUNNING:
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running_child = child
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blackboard.set_value("running_action", child, str(actor.get_instance_id()))
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if response != RUNNING:
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child.after_run(actor, blackboard)
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return response
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else:
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interrupt(actor, blackboard)
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child.after_run(actor, blackboard)
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return FAILURE
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func before_run(actor: Node, blackboard: Blackboard) -> void:
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blackboard.set_value(cache_key, 0, str(actor.get_instance_id()))
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if get_child_count() > 0:
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get_child(0).before_run(actor, blackboard)
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func get_class_name() -> Array[StringName]:
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var classes := super()
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classes.push_back(&"LimiterDecorator")
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return classes
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func _get_configuration_warnings() -> PackedStringArray:
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if not get_child_count() == 1:
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return ["Requires exactly one child node"]
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return []
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