10 #define SELECTOR_CLASS(NodeName) \
11 NodeName(const std::string& name, const std::string& parameters, const ConditionPtr& condition) : \
12 Selector(name, parameters, condition) { \
13 _type = AI_STRINGIFY(NodeName); \
15 virtual ~NodeName() { \
18 NODE_FACTORY(NodeName)
34 int selectorState = getSelectorState(entity);
35 for (TreeNodes::const_iterator i = _children.begin(); i != _children.end(); ++i, ++n) {
36 active.push_back(selectorState == n);
Base class for all type of TreeNode selectors.
Definition: Selector.h:25
The base class for all behaviour tree actions.
Definition: TreeNode.h:88
#define NODE_CLASS(NodeName)
A node class macro that also defines a factory.
Definition: TreeNode.h:69
virtual void getRunningChildren(const AIPtr &entity, std::vector< bool > &active) const override
Will only deliver valid results if the debugging for the given entity is active.
Definition: Selector.h:32