Torque3D/Engine/source/BadBehavior/composite/Selector.cpp
2016-08-12 20:39:56 +02:00

55 lines
2.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2014 Guy Allard
//
// 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.
//-----------------------------------------------------------------------------
#include "Selector.h"
using namespace BadBehavior;
//------------------------------------------------------------------------------
// Selector node
//------------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(Selector);
Task *Selector::createTask(SimObject &owner, BehaviorTreeRunner &runner)
{
return new SelectorTask(*this, owner, runner);
}
//------------------------------------------------------------------------------
// Selector task
//------------------------------------------------------------------------------
SelectorTask::SelectorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
: Parent(node, owner, runner)
{
}
void SelectorTask::onChildComplete(Status s)
{
mStatus = s;
// if child failed, move on to the next child
if(mStatus == FAILURE)
++mCurrentChild;
else
mIsComplete = true;
}