stealthy/addons/beehave/debug/graph_edit.gd
2023-10-06 01:54:01 -07:00

259 lines
6.5 KiB
GDScript

@tool
extends GraphEdit
const BeehaveGraphNode := preload("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 active_nodes: Array[String]
var progress: int = 0
var layout_button: Button
func _ready() -> void:
custom_minimum_size = Vector2(100, 300)
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_zoom_hbox().add_child(layout_button)
_update_layout_button()
func _update_graph() -> void:
if updating_graph:
return
updating_graph = true
clear_connections()
for child in get_children():
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(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_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_children():
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 == 0 or status == 2:
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_children():
var status := child.get_meta("status", -1)
match status:
0:
active_nodes.erase(child.name)
child.set_color(SUCCESS_COLOR)
1:
active_nodes.erase(child.name)
child.set_color(INACTIVE_COLOR)
2:
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_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:
if not c.from in active_nodes or not c.to in active_nodes:
continue
var from := get_node(String(c.from))
var to := get_node(String(c.to))
if from.get_meta("status", -1) < 0 or to.get_meta("status", -1) < 0:
return
var line := _get_connection_line(from.position + from.get_connection_output_position(c.from_port), to.position + to.get_connection_input_position(c.to_port))
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"