@tool @icon("../../icons/selector_random.svg") class_name SelectorRandomComposite extends RandomizedComposite ## This node will attempt to execute all of its children just like a ## [code]SelectorStar[/code] would, with the exception that the children ## will be executed in a random order. ## A shuffled list of the children that will be executed in reverse order. var _children_bag: Array[Node] = [] var c: Node func _ready() -> void: super() if random_seed == 0: randomize() func tick(actor: Node, blackboard: Blackboard) -> int: if _children_bag.is_empty(): _reset() # We need to traverse the array in reverse since we will be manipulating it. for i in _get_reversed_indexes(): c = _children_bag[i] if c != running_child: c.before_run(actor, blackboard) var response = c.tick(actor, blackboard) if can_send_message(blackboard): BeehaveDebuggerMessages.process_tick(c.get_instance_id(), response) if c is ConditionLeaf: blackboard.set_value("last_condition", c, str(actor.get_instance_id())) blackboard.set_value("last_condition_status", response, str(actor.get_instance_id())) match response: SUCCESS: _children_bag.erase(c) c.after_run(actor, blackboard) return SUCCESS FAILURE: _children_bag.erase(c) c.after_run(actor, blackboard) RUNNING: running_child = c if c is ActionLeaf: blackboard.set_value("running_action", c, str(actor.get_instance_id())) return RUNNING return FAILURE func after_run(actor: Node, blackboard: Blackboard) -> void: _reset() super(actor, blackboard) func interrupt(actor: Node, blackboard: Blackboard) -> void: _reset() super(actor, blackboard) func _get_reversed_indexes() -> Array[int]: var reversed: Array[int] reversed.assign(range(_children_bag.size())) reversed.reverse() return reversed func _reset() -> void: var new_order = get_shuffled_children() _children_bag = new_order.duplicate() _children_bag.reverse() # It needs to run the children in reverse order. func get_class_name() -> Array[StringName]: var classes := super() classes.push_back(&"SelectorRandomComposite") return classes