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16#include "behaviortree_cpp/action_node.h"
17#include "behaviortree_cpp/scripting/script_parser.hpp"
18#include "behaviortree_cpp/utils/timer_queue.h"
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70 [[
deprecated(
"prefer the constructor with std::shared_ptr<TestNodeConfig>")]] TestNode(
73 TestNode(
const std::string& name,
const NodeConfig& config,
76 static PortsList providedPorts()
91 ScriptFunction _success_executor;
92 ScriptFunction _failure_executor;
93 ScriptFunction _post_executor;
95 std::atomic_bool _completed =
false;
The StatefulActionNode is the preferred way to implement asynchronous Actions. It is actually easier ...
Definition: action_node.h:174
The TestNode is a Node that can be configure to:
Definition: test_node.h:65
virtual void onHalted() override
virtual NodeStatus onRunning() override
method invoked when the action is already in the RUNNING state.
virtual NodeStatus onStart() override
Definition: action_node.h:24
NodeStatus
Definition: basic_types.h:34
Definition: tree_node.h:105
Definition: test_node.h:24
std::string success_script
script to execute when complete_func() returns SUCCESS
Definition: test_node.h:29
std::string failure_script
script to execute when complete_func() returns FAILURE
Definition: test_node.h:32
std::chrono::milliseconds async_delay
if async_delay > 0, this action become asynchronous and wait this amount of time
Definition: test_node.h:38
NodeStatus return_status
status to return when the action is completed.
Definition: test_node.h:26
std::function< NodeStatus(void)> complete_func
Definition: test_node.h:42
std::string post_script
script to execute when actions is completed
Definition: test_node.h:35