forked from joey/godottest
103 lines
3.2 KiB
GDScript
103 lines
3.2 KiB
GDScript
@tool
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@icon("../../icons/selector.svg")
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class_name SelectorComposite extends Composite
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# A Selector runs its children in order until one succeeds or is running.
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# On failure, skips already-processed children across ticks.
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var last_execution_index: int = 0
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var previous_success_or_running_index: int = -1
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var ready_to_interrupt_all: bool = false
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func tick(actor: Node, blackboard: Blackboard) -> int:
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var children = get_children()
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var children_count = children.size()
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var processed_count = 0
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for i in range(children.size()):
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var child = children[i]
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if child.get_index() < last_execution_index:
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processed_count += 1
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continue
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if child != running_child:
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child.before_run(actor, blackboard)
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var response = child._safe_tick(actor, blackboard)
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processed_count += 1
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if can_send_message(blackboard):
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BeehaveDebuggerMessages.process_tick(child.get_instance_id(), response, blackboard.get_debug_data())
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if child is ConditionLeaf:
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var id = str(actor.get_instance_id())
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blackboard.set_value("last_condition", child, id)
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blackboard.set_value("last_condition_status", response, id)
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match response:
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SUCCESS:
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if running_child != null:
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if running_child != child:
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running_child.interrupt(actor, blackboard)
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_cleanup_running(running_child, actor, blackboard)
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child.after_run(actor, blackboard)
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_interrupt_children(actor, blackboard, i, previous_success_or_running_index)
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previous_success_or_running_index = i
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ready_to_interrupt_all = false
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return SUCCESS
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FAILURE:
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if running_child != null and running_child == child:
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_cleanup_running(running_child, actor, blackboard)
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child.after_run(actor, blackboard)
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last_execution_index = max(last_execution_index, child.get_index() + 1)
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RUNNING:
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if child != 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 = child
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if child is ActionLeaf:
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blackboard.set_value("running_action", child, str(actor.get_instance_id()))
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_interrupt_children(actor, blackboard, i, previous_success_or_running_index)
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previous_success_or_running_index = i
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ready_to_interrupt_all = false
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return RUNNING
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# all children failed
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ready_to_interrupt_all = (processed_count == children_count)
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last_execution_index = 0
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return FAILURE
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func after_run(actor: Node, blackboard: Blackboard) -> void:
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last_execution_index = 0
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super(actor, blackboard)
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func interrupt(actor: Node, blackboard: Blackboard) -> void:
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if ready_to_interrupt_all:
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# If all children failed, interrupt all children by using indices 0 and children.size()-1
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var children = get_children()
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if children.size() > 0:
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_interrupt_children(actor, blackboard, -1, children.size() - 1)
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ready_to_interrupt_all = false
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else:
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# Use the normal interrupt logic for partial processing
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_interrupt_children(actor, blackboard, last_execution_index, previous_success_or_running_index)
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if running_child != null:
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running_child.interrupt(actor, blackboard)
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_cleanup_running(running_child, actor, blackboard)
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last_execution_index = 0
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previous_success_or_running_index = -1
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super(actor, blackboard)
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func get_class_name() -> Array[StringName]:
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var classes = super()
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classes.push_back(&"SelectorComposite")
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return classes
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