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			77 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GDScript
		
	
			
		
		
	
	
			77 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			GDScript
		
	
| ## 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 tick again. 
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| @tool
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| @icon("../../icons/sequence.svg")
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| class_name SequenceComposite extends Composite
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| 
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| 
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| var successful_index: int = 0
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| 
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| 
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| func tick(actor: Node, blackboard: Blackboard) -> int:
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| 	for c in get_children():
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| 
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| 		if c.get_index() < successful_index:
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| 			continue
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| 		
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| 		if c != running_child:
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| 			c.before_run(actor, blackboard)
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| 
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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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| 
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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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| 
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| 		match response:
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| 			SUCCESS:
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| 				_cleanup_running_task(c, actor, blackboard)
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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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| 				_cleanup_running_task(c, actor, blackboard)
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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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| 				if c != running_child:
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| 					if running_child != null:
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| 						running_child.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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| 
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| 	_reset()
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| 	return SUCCESS
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| 
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| 
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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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| 
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| 
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| func _reset() -> void:
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| 	successful_index = 0
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| 
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| 
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| ## Changes `running_action` and `running_child` after the node finishes executing.
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| func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard):
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| 	var blackboard_name = str(actor.get_instance_id())
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| 	if finished_action == running_child:
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| 		running_child = null
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| 		if finished_action == blackboard.get_value("running_action", null, blackboard_name):
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| 			blackboard.set_value("running_action", null, blackboard_name)
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| 
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| 
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| func get_class_name() -> Array[StringName]:
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| 	var classes := super()
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| 	classes.push_back(&"SequenceComposite")
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| 	return classes
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