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
This condition just always evaluates to false.
Definition: False.h:14