sequence_node.cpp
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00001 
00002 /* Copyright (C) 2015-2017 Michele Colledanchise - All Rights Reserved
00003 *
00004 *   Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
00005 *   to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
00006 *   and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
00007 *   The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
00008 *
00009 *   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
00010 *   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
00011 *   WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
00012 */
00013 
00014 
00015 #include <sequence_node.h>
00016 #include <string>
00017 
00018 
00019 BT::SequenceNode::SequenceNode(std::string name) : ControlNode::ControlNode(name) {}
00020 
00021 BT::SequenceNode::~SequenceNode() {}
00022 
00023 BT::ReturnStatus BT::SequenceNode::Tick()
00024 {
00025     // gets the number of children. The number could change if, at runtime, one edits the tree.
00026     N_of_children_ = children_nodes_.size();
00027 
00028     // Routing the ticks according to the sequence node's logic:
00029 
00030     for (unsigned int i = 0; i < N_of_children_; i++)
00031     {
00032         /*      Ticking an action is different from ticking a condition. An action executed some portion of code in another thread.
00033                 We want this thread detached so we can cancel its execution (when the action no longer receive ticks).
00034                 Hence we cannot just call the method Tick() from the action as doing so will block the execution of the tree.
00035                 For this reason if a child of this node is an action, then we send the tick using the tick engine. Otherwise we call the method Tick() and wait for the response.
00036         */
00037         if (children_nodes_[i]->get_type() == BT::ACTION_NODE)
00038         {
00039             // 1) If the child i is an action, read its state.
00040             child_i_status_ = children_nodes_[i]->get_status();
00041 
00042             if (child_i_status_ == BT::IDLE || child_i_status_ == BT::HALTED)
00043             {
00044                 // 1.1) If the action status is not running, the sequence node sends a tick to it.
00045                 DEBUG_STDOUT(get_name() << "NEEDS TO TICK " << children_nodes_[i]->get_name());
00046                 children_nodes_[i]->tick_engine.Tick();
00047 
00048                 // waits for the tick to arrive to the child
00049                 do
00050                 {
00051                     child_i_status_ = children_nodes_[i]->get_status();
00052                     std::this_thread::sleep_for(std::chrono::milliseconds(10));
00053                 }
00054                 while (child_i_status_ != BT::RUNNING && child_i_status_ != BT::SUCCESS
00055                        && child_i_status_ != BT::FAILURE);
00056             }
00057         }
00058         else
00059         {
00060             // 2) if it's not an action:
00061             // Send the tick and wait for the response;
00062             child_i_status_ = children_nodes_[i]->Tick();
00063         }
00064         // Ponderate on which status to send to the parent
00065         if (child_i_status_ != BT::SUCCESS)
00066         {
00067             // If the  child status is not success, halt the next children and return the status to your parent.
00068             if (child_i_status_ == BT::FAILURE)
00069             {
00070                 children_nodes_[i]->set_status(BT::IDLE);  // the child goes in idle if it has returned failure.
00071             }
00072 
00073             DEBUG_STDOUT(get_name() << " is HALTING children from " << (i+1));
00074             HaltChildren(i+1);
00075             set_status(child_i_status_);
00076             return child_i_status_;
00077         }
00078         else
00079         {
00080             // the child returned success.
00081             children_nodes_[i]->set_status(BT::IDLE);
00082 
00083             if (i == N_of_children_ - 1)
00084             {
00085                 // If the  child status is success, and it is the last child to be ticked,
00086                 // then the sequence has succeeded.
00087                 set_status(BT::SUCCESS);
00088                 return BT::SUCCESS;
00089             }
00090         }
00091     }
00092     return BT::EXIT;
00093 }
00094 
00095 int BT::SequenceNode::DrawType()
00096 {
00097     return BT::SEQUENCE;
00098 }


behavior_tree_core
Author(s): Michele Colledanchise
autogenerated on Sun Sep 10 2017 02:31:49