/* Copyright (C) 2015-2018 Michele Colledanchise - All Rights Reserved * Copyright (C) 2018-2025 Davide Faconti, Eurecat - All Rights Reserved * * Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, * 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: * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * 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, * 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. */ #include "behaviortree_cpp/controls/sequence_with_memory_node.h" namespace BT { SequenceWithMemory::SequenceWithMemory(const std::string& name) : ControlNode::ControlNode(name, {}), current_child_idx_(0) { setRegistrationID("SequenceWithMemory"); } NodeStatus SequenceWithMemory::tick() { const size_t children_count = children_nodes_.size(); if(!isStatusActive(status())) { skipped_count_ = 0; } setStatus(NodeStatus::RUNNING); while(current_child_idx_ < children_count) { TreeNode* current_child_node = children_nodes_[current_child_idx_]; auto prev_status = current_child_node->status(); const NodeStatus child_status = current_child_node->executeTick(); switch(child_status) { case NodeStatus::RUNNING: { return child_status; } case NodeStatus::FAILURE: { // DO NOT reset current_child_idx_ on failure for(size_t i = current_child_idx_; i < childrenCount(); i++) { haltChild(i); } return child_status; } case NodeStatus::SUCCESS: { current_child_idx_++; // Return the execution flow if the child is async, // to make this interruptible. if(requiresWakeUp() && prev_status == NodeStatus::IDLE && current_child_idx_ < children_count) { emitWakeUpSignal(); return NodeStatus::RUNNING; } } break; case NodeStatus::SKIPPED: { // It was requested to skip this node current_child_idx_++; skipped_count_++; } break; case NodeStatus::IDLE: { throw LogicError("[", name(), "]: A children should not return IDLE"); } } // end switch } // end while loop // The entire while loop completed. This means that all the children returned SUCCESS. const bool all_children_skipped = (skipped_count_ == children_count); if(current_child_idx_ == children_count) { resetChildren(); current_child_idx_ = 0; skipped_count_ = 0; } // Skip if ALL the nodes have been skipped return (all_children_skipped) ? NodeStatus::SKIPPED : NodeStatus::SUCCESS; } void SequenceWithMemory::halt() { // should we add this line of code or not? // current_child_idx_ = 0; ControlNode::halt(); } } // namespace BT