96 lines
3.0 KiB
GDScript
96 lines
3.0 KiB
GDScript
@tool
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@icon("../../icons/selector_reactive.svg")
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class_name SelectorReactiveComposite extends Composite
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## Selector Reactive nodes will attempt to execute each of its children until one of
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## them return `SUCCESS`. If all children return `FAILURE`, this node will also
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## return `FAILURE`.
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## If a child returns `RUNNING` it will restart.
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# Track where we last succeeded – so we detect true branch changes
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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 c = children[i]
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if c != running_child:
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c.before_run(actor, blackboard)
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var response: int = c._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(c.get_instance_id(), response, blackboard.get_debug_data())
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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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match response:
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SUCCESS:
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# clean up the one that just succeeded
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if running_child != null:
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if running_child != c:
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running_child.interrupt(actor, blackboard)
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_cleanup_running(running_child, actor, blackboard)
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c.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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c.after_run(actor, blackboard)
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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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_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 failed → reset our success‐tracker
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ready_to_interrupt_all = (processed_count == children_count)
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return FAILURE
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func after_run(actor: Node, blackboard: Blackboard) -> void:
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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
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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, -1, 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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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(&"SelectorReactiveComposite")
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return classes
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