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authorjjesswan <jessica_wan@brown.edu>2024-04-22 21:56:26 -0400
committerjjesswan <jessica_wan@brown.edu>2024-04-22 21:56:26 -0400
commita556b45abf18f1bd509daaf63b66b7d55e9fd291 (patch)
treebc9b8a2d184c12aee236e7f9f276a34b84ca552d /engine-ocean/Game/Systems/AI/btselector.cpp
parentcd7c76017a12bb548036571c1ff13e551369d06d (diff)
add engine version
Diffstat (limited to 'engine-ocean/Game/Systems/AI/btselector.cpp')
-rw-r--r--engine-ocean/Game/Systems/AI/btselector.cpp29
1 files changed, 29 insertions, 0 deletions
diff --git a/engine-ocean/Game/Systems/AI/btselector.cpp b/engine-ocean/Game/Systems/AI/btselector.cpp
new file mode 100644
index 0000000..9652838
--- /dev/null
+++ b/engine-ocean/Game/Systems/AI/btselector.cpp
@@ -0,0 +1,29 @@
+#include "btselector.h"
+#include <iostream>
+
+BTSelector::BTSelector()
+{
+
+}
+
+void BTSelector::addChildren(BTNode* node){
+ m_children.push_back(node);
+}
+
+Status BTSelector::update(float seconds){
+ // update each children until one doesnt fail
+ for (auto node : m_children){
+ Status result = node->update(seconds);
+
+ // select this one and return its status --> this node is currently running
+ if (result != Status::FAIL){
+ m_selected_node = node;
+ return result;
+ }
+ }
+
+ // otherwise if all children fail, then fail this selector
+ return Status::FAIL;
+}
+
+void BTSelector::reset(){}