@tool @icon("../../icons/selector.svg") class_name SelectorComposite extends Composite ## Selector nodes will attempt to execute each of its children until one of ## them return `SUCCESS`. If all children return `FAILURE`, this node will also ## return `FAILURE`. ## If a child returns `RUNNING` it will tick again. var last_execution_index: int = 0 func tick(actor: Node, blackboard: Blackboard) -> int: for c in get_children(): if c.get_index() < last_execution_index: continue if c != running_child: c.before_run(actor, blackboard) var response = c.tick(actor, blackboard) if can_send_message(blackboard): BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response) 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: _cleanup_running_task(c, actor, blackboard) c.after_run(actor, blackboard) return SUCCESS FAILURE: _cleanup_running_task(c, actor, blackboard) last_execution_index += 1 c.after_run(actor, blackboard) RUNNING: running_child = c if c is ActionLeaf: blackboard.set_value("running_action", c, str(actor.get_instance_id())) return RUNNING return FAILURE func after_run(actor: Node, blackboard: Blackboard) -> void: last_execution_index = 0 super(actor, blackboard) func interrupt(actor: Node, blackboard: Blackboard) -> void: last_execution_index = 0 super(actor, blackboard) ## Changes `running_action` and `running_child` after the node finishes executing. func _cleanup_running_task(finished_action: Node, actor: Node, blackboard: Blackboard): var blackboard_name = str(actor.get_instance_id()) if finished_action == running_child: running_child = null if finished_action == blackboard.get_value("running_action", null, blackboard_name): blackboard.set_value("running_action", null, blackboard_name) func get_class_name() -> Array[StringName]: var classes := super() classes.push_back(&"SelectorComposite") return classes