18 return _door_open ? NodeStatus::SUCCESS : NodeStatus::FAILURE;
24 return _door_locked ? NodeStatus::SUCCESS : NodeStatus::FAILURE;
34 return NodeStatus::SUCCESS;
40 return _door_open ? NodeStatus::SUCCESS : NodeStatus::FAILURE;
46 return NodeStatus::SUCCESS;
53 return NodeStatus::FAILURE;
57 return NodeStatus::SUCCESS;
67 return NodeStatus::SUCCESS;
BT::NodeStatus IsDoorOpen()
BT::NodeStatus UnlockDoor()
void RegisterNodes(BT::BehaviorTreeFactory &factory)
The BehaviorTreeFactory is used to create instances of a TreeNode at run-time.
BT::NodeStatus PassThroughDoor()
BT::NodeStatus IsDoorLocked()
BT::NodeStatus PassThroughWindow()
void registerSimpleAction(const std::string &ID, const SimpleActionNode::TickFunctor &tick_functor, PortsList ports={})
registerSimpleAction help you register nodes of type SimpleActionNode.
BT::NodeStatus CloseDoor()
BT_REGISTER_NODES(factory)
BT::NodeStatus OpenDoor()
void registerSimpleCondition(const std::string &ID, const SimpleConditionNode::TickFunctor &tick_functor, PortsList ports={})
registerSimpleCondition help you register nodes of type SimpleConditionNode.