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fallback_node.h
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49 lines (41 loc) · 1.96 KB
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/* Copyright (C) 2015-2018 Michele Colledanchise - All Rights Reserved
* Copyright (C) 2018-2025 Davide Faconti, Eurecat - All Rights Reserved
*
* 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.
*/
#pragma once
#include "behaviortree_cpp/control_node.h"
namespace BT
{
/**
* @brief The FallbackNode is used to try different strategies,
* until one succeeds.
* If any child returns RUNNING, previous children will NOT be ticked again.
*
* - If all the children return FAILURE, this node returns FAILURE.
*
* - If a child returns RUNNING, this node returns RUNNING.
*
* - If a child returns SUCCESS, stop the loop and return SUCCESS.
*
*/
class FallbackNode : public ControlNode
{
public:
FallbackNode(const std::string& name, bool make_asynch = false);
virtual ~FallbackNode() override = default;
virtual void halt() override;
private:
size_t current_child_idx_;
size_t skipped_count_ = 0;
bool asynch_ = false;
virtual BT::NodeStatus tick() override;
};
} // namespace BT