@tool @icon("../../icons/sequence_reactive.svg") class_name SequenceStarComposite extends Composite ## Sequence Star nodes will attempt to execute all of its children and report ## `SUCCESS` in case all of the children report a `SUCCESS` status code. ## If at least one child reports a `FAILURE` status code, this node will also ## return `FAILURE` and tick again. ## In case a child returns `RUNNING` this node will tick again. var successful_index: int = 0 # Track where we last failed – so we detect a backward jump var previous_failure_or_running_index: int = -1 func tick(actor: Node, blackboard: Blackboard) -> int: var children = get_children() for i in range(children.size()): var c = children[i] if c.get_index() < successful_index: continue if c != running_child: c.before_run(actor, blackboard) var response: int = c._safe_tick(actor, blackboard) if can_send_message(blackboard): BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response, blackboard.get_debug_data()) if c is ConditionLeaf: blackboard.set_value("last_condition", c, str(actor.get_instance_id())) blackboard.set_value("last_condition_status", response, str(actor.get_instance_id())) match response: SUCCESS: if running_child != null and running_child == c: # do not interrupt as this child finishes running! _cleanup_running(running_child, actor, blackboard) successful_index += 1 c.after_run(actor, blackboard) FAILURE: _interrupt_children(actor, blackboard, i, previous_failure_or_running_index) # remember where we failed for next tick previous_failure_or_running_index = c.get_index() # Interrupt any child that was RUNNING before # but do not reset! if running_child != null: running_child.interrupt(actor, blackboard) _cleanup_running(running_child, actor, blackboard) c.after_run(actor, blackboard) return FAILURE RUNNING: if running_child != null and running_child != c: running_child.interrupt(actor, blackboard) _cleanup_running(running_child, actor, blackboard) running_child = c if c is ActionLeaf: blackboard.set_value("running_action", c, str(actor.get_instance_id())) _interrupt_children(actor, blackboard, i, previous_failure_or_running_index) previous_failure_or_running_index = i return RUNNING successful_index = 0 return SUCCESS func interrupt(actor: Node, blackboard: Blackboard) -> void: _interrupt_children(actor, blackboard, successful_index - 1, previous_failure_or_running_index) if running_child != null: running_child.interrupt(actor, blackboard) running_child = null _reset() super(actor, blackboard) func _reset() -> void: successful_index = 0 previous_failure_or_running_index = -1 func get_class_name() -> Array[StringName]: var classes := super() classes.push_back(&"SequenceStarComposite") return classes