BehaviorTree
Core Library to create and execute Behavior Trees
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keep_running_until_failure_node.h
1/* Copyright (C) 2018-2025 Davide Faconti, Eurecat - All Rights Reserved
2* Copyright (C) 2020 Francisco Martin, Intelligent Robotics Lab (URJC) <fmrico@gmail.com>
3*
4* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
5* to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
6* 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:
7* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
8*
9* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
10* 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,
11* 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.
12*/
13
14#pragma once
15
16#include "behaviortree_cpp/decorator_node.h"
17
18namespace BT
19{
20/**
21 * @brief The KeepRunningUntilFailureNode keeps ticking the child as long
22 * as it returns SUCCESS, and returns RUNNING.
23 *
24 * - If the child returns SUCCESS, reset the child and return RUNNING.
25 * - If the child returns RUNNING, return RUNNING.
26 * - If the child returns FAILURE, return FAILURE.
27 *
28 * This creates an infinite loop that stops only when the child fails.
29 */
31{
32public:
33 KeepRunningUntilFailureNode(const std::string& name) : DecoratorNode(name, {})
34 {
35 setRegistrationID("KeepRunningUntilFailure");
36 }
37
38private:
39 virtual BT::NodeStatus tick() override;
40};
41
42//------------ implementation ----------------------------
43
45{
46 setStatus(NodeStatus::RUNNING);
47
48 const NodeStatus child_state = child_node_->executeTick();
49
50 switch(child_state)
51 {
52 case NodeStatus::FAILURE: {
53 resetChild();
54 return NodeStatus::FAILURE;
55 }
56 case NodeStatus::SUCCESS: {
57 resetChild();
58 return NodeStatus::RUNNING;
59 }
60 case NodeStatus::RUNNING: {
61 return NodeStatus::RUNNING;
62 }
63
64 default: {
65 // TODO throw?
66 }
67 }
68 return status();
69}
70} // namespace BT
The DecoratorNode is the base class for nodes that have exactly one child.
Definition: decorator_node.h:19
The KeepRunningUntilFailureNode keeps ticking the child as long as it returns SUCCESS,...
Definition: keep_running_until_failure_node.h:31
virtual BT::NodeStatus executeTick()
The method that should be used to invoke tick() and setStatus();.
void setStatus(NodeStatus new_status)
setStatus changes the status of the node. it will throw if you try to change the status to IDLE,...
Definition: action_node.h:24
NodeStatus
Definition: basic_types.h:34