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False.h
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1 
5 #pragma once
6 
8 
9 namespace ai {
10 
14 class False: public ICondition {
15 public:
17 
18  bool evaluate(const AIPtr& /*entity*/) override {
19  return false;
20  }
21 };
22 
23 }
A condition can be placed on a TreeNode to decide which node is going to get executed. In general they are stateless. If they are not, it should explicitly get noted.
Definition: ICondition.h:124
bool evaluate(const AIPtr &) override
Checks whether the condition evaluates to true for the given entity.
Definition: False.h:18
#define CONDITION_CLASS_SINGLETON(ConditionName)
Macro to create a singleton conditions for very easy conditions without a state.
Definition: ICondition.h:88
Condition related stuff.
This condition just always evaluates to false.
Definition: False.h:14