@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: float = 0 func tick(actor: Node, blackboard: Blackboard) -> int: if not get_child_count() == 1: return FAILURE var child = get_child(0) var current_count = 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 = child.tick(actor, blackboard) if can_send_message(blackboard): BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response) 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 []