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reactive_fallback.h
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54 lines (46 loc) · 2.17 KB
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/* Copyright (C) 2020-2025 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 ReactiveFallback is similar to a ParallelNode.
* All the children are ticked from first to last:
*
* - If a child returns RUNNING, continue to the next sibling.
* - If a child returns FAILURE, continue to the next sibling.
* - If a child returns SUCCESS, stop and return SUCCESS.
*
* If all the children fail, than this node returns FAILURE.
*
* IMPORTANT: to work properly, this node should not have more than
* a single asynchronous child.
*
*/
class ReactiveFallback : public ControlNode
{
public:
ReactiveFallback(const std::string& name) : ControlNode(name, {})
{}
/** A ReactiveFallback is not supposed to have more than a single
* anychronous node; if it does an exception is thrown.
* You can disabled that check, if you know what you are doing.
*/
static void EnableException(bool enable);
private:
BT::NodeStatus tick() override;
void halt() override;
int running_child_ = -1;
static bool throw_if_multiple_running;
};
} // namespace BT