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			63 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GDScript
		
	
		
		
			
		
	
	
			63 lines
		
	
	
		
			1.7 KiB
		
	
	
	
		
			GDScript
		
	
| 
								 
											2 years ago
										 
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								## Reactive Sequence nodes will attempt to execute all of its children and report
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								## `SUCCESS` in case all of the children report a `SUCCESS` status code.
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								## If at least one child reports a `FAILURE` status code, this node will also
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								## return `FAILURE` and restart.
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								## In case a child returns `RUNNING` this node will restart.
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								@tool
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								@icon("../../icons/sequence_reactive.svg")
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								class_name SequenceReactiveComposite extends Composite
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								var successful_index: int = 0
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								func tick(actor: Node, blackboard: Blackboard) -> int:
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									for c in get_children():
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										if c.get_index() < successful_index:
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											continue
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										if c != running_child:
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											c.before_run(actor, blackboard)
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										var response = c.tick(actor, blackboard)
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										if can_send_message(blackboard):
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											BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response)
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										if c is ConditionLeaf:
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											blackboard.set_value("last_condition", c, 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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										match response:
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											SUCCESS:
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												successful_index += 1
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												c.after_run(actor, blackboard)
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											FAILURE:
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												# Interrupt any child that was RUNNING before.
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												interrupt(actor, blackboard)
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												c.after_run(actor, blackboard)
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												return FAILURE
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											RUNNING:
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												_reset()
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												if running_child != c:
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													interrupt(actor, blackboard)
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													running_child = c
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												if c is ActionLeaf:
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													blackboard.set_value("running_action", c, str(actor.get_instance_id()))
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												return RUNNING
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									_reset()
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									return SUCCESS
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								func interrupt(actor: Node, blackboard: Blackboard) -> void:
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									_reset()
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									super(actor, blackboard)
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								func _reset() -> void:
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									successful_index = 0
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								func get_class_name() -> Array[StringName]:
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									var classes := super()
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									classes.push_back(&"SequenceReactiveComposite")
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									return classes
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