betfsm.Sequence
Bases: GeneratorWithList
Implements a behaviortree-like Sequence node
- success is SUCCEED outcome,
- failure is any other outcome
There is a method add_state to add underlying nodes to the Sequence, these are executed
in order.
If any node fails, this outcome is directly returned; if a node returns TICKING, the sequence returns TICKING; and if the node returns SUCCEED, the execution of the next node in the list is started (without any intermediate tick!).
stateDiagram-v2
classDef successClass fill:darkgreen,color:white
classDef tickingClass fill:yellow,color:black
classDef otherClass fill:darkorange,color:white
classDef abortClass fill:darkred,color:white
[*] --> Loop
Loop --> state_1 : current_state==1
Loop --> state_2 : current_state==2
Loop --> SUCCEED : last state succeeded
state_1 --> Loop : SUCCEED
state_2 --> Loop : SUCCEED
state_1 --> TICKING : TICKING
state_2 --> TICKING : TICKING
state_1 --> OTHER : OTHER outcome
state_2 --> OTHER : OTHER outcome
class SUCCEED successClass
class OTHER otherClass
class TICKING tickingClass
class TIMEOUT abortClass
__init__(name, children=[])
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