The sequence continues to execute their children until one of the children returned a state that is not equal to finished. On the next iteration the execution is continued at the last running children or from the start again if no such children exists.
More...
#include <Sequence.h>
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TreeNodeStatus | execute (const AIPtr &entity, int64_t deltaMillis) override |
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void | resetState (const AIPtr &entity) override |
| Reset the states in the node and also in the entity.
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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.
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| TreeNode (const std::string &name, const std::string ¶meters, const ConditionPtr &condition) |
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int | getId () const |
| Return the unique id for this node. More...
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const std::string & | getName () const |
| Each node can have a user defines name that can be retrieved with this method.
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const std::string & | getParameters () const |
| Return the raw parameters for this node.
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void | setName (const std::string &name) |
| Updates the custom name of this TreeNode . More...
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const std::string & | getType () const |
| The node type - this usually matches the class name of the TreeNode .
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const ConditionPtr & | getCondition () const |
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void | setCondition (const ConditionPtr &condition) |
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const TreeNodes & | getChildren () const |
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TreeNodes & | getChildren () |
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int64_t | getLastExecMillis (const AIPtr &ai) const |
| Returns the time in milliseconds when this node was last run. This is only updated if execute() was called.
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TreeNodeStatus | getLastStatus (const AIPtr &ai) const |
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virtual bool | addChild (const TreeNodePtr &child) |
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TreeNodePtr | getChild (int id) const |
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bool | replaceChild (int id, const TreeNodePtr &newNode) |
| Replace the given child node with a new one (or removes it) More...
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TreeNodePtr | getParent (const TreeNodePtr &self, int id) const |
| Get the parent node for a given TreeNode id - This should only be called on the root node of the behaviour. More...
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void * | operator new (size_t size) |
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void * | operator new (size_t, void *ptr) |
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void * | operator new[] (size_t size) |
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void | operator delete (void *ptr) |
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void | operator delete (void *ptr, void *) |
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void | operator delete[] (void *ptr) |
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TreeNodeStatus | state (const AIPtr &entity, TreeNodeStatus treeNodeState) |
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int | getSelectorState (const AIPtr &entity) const |
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void | setSelectorState (const AIPtr &entity, int selected) |
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int | getLimitState (const AIPtr &entity) const |
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void | setLimitState (const AIPtr &entity, int amount) |
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void | setLastExecMillis (const AIPtr &entity) |
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TreeNodePtr | getParent_r (const TreeNodePtr &parent, int id) const |
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static int | getNextId () |
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int | _id |
| Every node has an id to identify it. It's unique per type.
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TreeNodes | _children |
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std::string | _name |
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std::string | _type |
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std::string | _parameters |
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ConditionPtr | _condition |
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The sequence continues to execute their children until one of the children returned a state that is not equal to finished. On the next iteration the execution is continued at the last running children or from the start again if no such children exists.
AiGameDev
TreeNodeStatus ai::Sequence::execute |
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const AIPtr & |
entity, |
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int64_t |
deltaMillis |
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inlineoverridevirtual |
- Parameters
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entity | The entity to execute the TreeNode for |
deltaMillis | The delta since the last execution |
- Returns
- TreeNodeStatus
Reimplemented from ai::TreeNode.
The documentation for this class was generated from the following file:
- /home/travis/build/mgerhardy/simpleai/src/ai/tree/Sequence.h