mirror of
https://github.com/ncblakely/GiantsTools
synced 2024-11-05 06:45:37 +01:00
727 lines
19 KiB
C++
727 lines
19 KiB
C++
#ifndef BEEHIVE_BEHAVIOR_TREE_HPP
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#define BEEHIVE_BEHAVIOR_TREE_HPP
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#include <algorithm>
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#include <cassert>
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#include <functional>
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#include <iterator>
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#include <thread>
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#include <type_traits>
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#include <vector>
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/*!
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\file beehive.hpp
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*/
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namespace beehive
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{
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/*!
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\brief The status returned by process functions.
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*/
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enum class Status
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{
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FAILURE = 0, //!< Returned when the process function has failed.
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RUNNING, //!< Returned when the outcome of process has not been determined yet.
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SUCCESS //!< Returns when the process has succeeded.
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};
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/*!
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\brief Pass a TreeState instance to #beehive::Tree's process function in order to resume Running nodes. Instantiate with #beehive::Tree::make_state.
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*/
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struct TreeState {
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// For internal use only.
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size_t resume_index() const {
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return _resume_index;
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}
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// For internal use only.
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size_t offset() const {
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return _offset;
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}
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private:
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TreeState(size_t tree_id): _tree_id(tree_id) {}
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size_t _tree_id;
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size_t _resume_index{};
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size_t _offset{};
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template<typename C, typename A>
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friend class Tree;
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template<typename C>
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friend struct Node;
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};
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enum class NodeType : unsigned char
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{
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None = 0,
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Root,
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Leaf,
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Selector,
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Sequence,
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Inverter,
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Succeeder
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};
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/*!
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\brief A handle on a process function. This should not be built directly, see #beehive::Builder.
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*/
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template<typename C>
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struct Node
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{
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using ProcessFunction = std::function<Status(C &context, Node const &self, TreeState &state)>;
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Node(ProcessFunction process, NodeType nodeType): _process(move(process)), _type(nodeType) {}
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Status process(C &context, TreeState &state) const
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{
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return _process(context, *this, state);
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}
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size_t child_count() const {
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return _child_count;
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}
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size_t descendant_count() const {
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// Only calculate on the first call
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if (_descendant_count == 0 && _child_count > 0) {
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_descendant_count = _child_count;
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auto *child = first_child();
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for (size_t i = 0; i < _child_count; ++i) {
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_descendant_count += child->descendant_count();
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child = child->next_sibling();
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}
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}
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return _descendant_count;
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}
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void add_child() {
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++_child_count;
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}
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Node const *first_child() const {
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if (_child_count == 0) {
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return nullptr;
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}
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// Tree nodes are stored contiguously in depth-first order.
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// Therefore, first child is always current pointer plus 1.
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return this + 1;
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}
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Node const *next_sibling() const {
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// Tree nodes are stored contiguously in depth-first order.
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return this + descendant_count() + 1;
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}
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/*!
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\brief Returns this node's index in its tree.
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*/
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size_t index() const {
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return _index;
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}
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/*!
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\brief Updates the given tree state so that the tree can resume at this (composite) node with the child generator starting at the given child index.
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*/
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void save_state_at_child_index(TreeState &state, size_t child_index) const {
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if (_type == NodeType::Selector)
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return;
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state._resume_index = index();
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assert(child_index < child_count());
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state._offset = child_index;
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}
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/*!
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\brief Clears the given tree state so that subsequent process() calls do not resume.
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*/
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void clear_state(TreeState &state) const {
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state._resume_index = 0;
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state._offset = 0;
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}
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private:
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template<typename Context, typename A>
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friend class Tree;
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size_t _index{};
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size_t _child_count{};
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NodeType _type{};
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mutable size_t _descendant_count{};
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ProcessFunction _process;
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};
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template<typename C>
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using Generator = std::function<Node<C> const *()>;
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/*!
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\brief Composites define how to run the process() function on the child range.
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The generator function returns the next child in the child array or nullptr after the
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end of the child array. If the previous call to process() returned RUNNING status,
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the first result of the generator will be the same child as was returned when the
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previous called returned the RUNNING status. This allows composites to resume
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where they left off.
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The child pointer returned is only valid within the scope of the composite function
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body.
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*/
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template<typename C>
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using Composite = std::function<Status(C &, Generator<C> const &, TreeState &)>;
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/*!
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\brief Composite that returns success if all children return success.
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*/
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template<typename C>
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Status sequence(C &context, Generator<C> const &next_child, TreeState &state)
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{
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while (auto const *child = next_child())
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{
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auto status = child->process(context, state);
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if (status != Status::SUCCESS)
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{
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return status;
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}
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}
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return Status::SUCCESS;
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}
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/*!
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\brief Composite that returns success on the first successful call.
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*/
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template<typename C>
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Status selector(C &context, Generator<C> const &next_child, TreeState &state)
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{
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while (auto const *child = next_child())
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{
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auto status = child->process(context, state);
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if (status != Status::FAILURE)
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{
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return status;
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}
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}
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return Status::FAILURE;
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}
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/*!
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\brief A decorator is a composite that may only have a single child.
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*/
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template<typename C>
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using Decorator = std::function<Status(C &context, Node<C> const &child, TreeState &state)>;
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/*!
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\brief Decorator that just returns the result of the child. Not very useful...
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*/
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template<typename C>
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Status forwarder(C &context, Node<C> const &child, TreeState &state)
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{
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return child.process(context, state);
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}
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/*!
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\brief Decorator that inverts the result of its child node.
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*/
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template<typename C>
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Status inverter(C &context, Node<C> const &child, TreeState &state)
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{
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const auto status = child.process(context, state);
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if (status == Status::RUNNING)
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{
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return status;
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}
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return status == Status::FAILURE ? Status::SUCCESS : Status::FAILURE;
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}
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/*!
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\brief Decorator that returns success regardless of the child result.
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*/
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template<typename C>
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Status succeeder(C &context, Node<C> const &child, TreeState &state)
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{
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child.process(context, state);
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return Status::SUCCESS;
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}
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template<typename ReturnType, typename ContextType>
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using BasicLeaf = std::function<ReturnType(ContextType &context)>; //!< Leaf nodes are the `process()` function taking the mutable context and must return a status.
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template<typename C>
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using Leaf = BasicLeaf<Status, C>; //!< A Leaf function takes a Context & and returns a Status.
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template<typename C>
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using BoolLeaf = BasicLeaf<bool, C>; //!< A Leaf function returning bool returns SUCCESS on true and FAILURE on false. It is not possible to return RUNNING from such a function.
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template<typename C>
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using VoidLeaf = BasicLeaf<void, C>; //!< A Leaf function returning anything other than bool or Status can be added using #beehive::BuilderBase::void_leaf. The return value is ignored and SUCCESS is returned.
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/*!
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\brief A leaf that always succeeds. Not very useful...
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*/
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template<typename C>
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Status noop(C &)
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{
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return Status::SUCCESS;
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}
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/*!
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\brief The behavior tree class which passes the ContextType around. See #beehive::Builder for making one.
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*/
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template<typename ContextType, typename A = std::allocator<Node<ContextType>>>
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class Tree
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{
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public:
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using Context = ContextType;
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/*!
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\brief Process with the given context reference.
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*/
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Status process(Context &context) const;
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/*!
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\brief Process with the given state and context reference.
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*/
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Status process(TreeState &state, Context &context) const;
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/*!
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\brief Retrieves the nodes, for debugging purposes.
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*/
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std::vector<Node<Context>, A> const &nodes() const {
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return _nodes;
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}
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/*!
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\brief Creates a state object that can be passed to subsequent process() calls.
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*/
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TreeState make_state() const {
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return {_id};
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}
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private:
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static size_t id() {
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static size_t id{};
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return ++id;
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}
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template<typename C, typename Allocator>
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friend class BuilderBase;
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template<typename C, typename Allocator>
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friend class Builder;
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/*!
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\brief Constructs a tree with the given nodes.
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See #beehive::Builder.
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*/
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Tree(std::vector<Node<Context>, A> nodes);
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std::vector<Node<Context>, A> _nodes;
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size_t _id{id()};
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};
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template<typename C, typename A>
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Tree<C, A>::Tree(std::vector<Node<Context>, A> nodes)
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: _nodes(move(nodes))
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{
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size_t i = 0;
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for (auto &node : _nodes) {
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node._index = i++;
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}
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}
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template<typename C, typename A>
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Status Tree<C, A>::process(Context &context) const
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{
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TreeState state{_id};
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return _nodes[0].process(context, state);
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}
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template<typename C, typename A>
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Status Tree<C, A>::process(TreeState &state, Context &context) const
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{
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assert(state._tree_id == _id); // another tree's state used with this tree
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return _nodes.at(state.resume_index()).process(context, state);
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}
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/// @cond
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template<typename C>
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auto make_branch(Decorator<C> f) -> typename Node<C>::ProcessFunction;
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template<typename C>
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auto make_branch(Composite<C> f) -> typename Node<C>::ProcessFunction;
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template<typename C>
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auto make_leaf(Leaf<C> f) -> typename Node<C>::ProcessFunction;
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template<typename C>
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auto make_leaf(VoidLeaf<C> f) -> typename Node<C>::ProcessFunction;
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template<typename C>
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auto make_leaf(BoolLeaf<C> f) -> typename Node<C>::ProcessFunction;
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/// @endcond
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template<typename C, typename A>
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class Builder;
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/*!
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\brief A helper for building trees which can be instantiated as #beehive::Builder.
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*/
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template<typename C, typename A>
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class BuilderBase
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{
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public:
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/// @cond
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enum class Type
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{
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COMPOSITE,
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DECORATOR,
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};
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/// @endcond
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/*!
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\brief Adds the given composite to the tree. Composites have one or more children.
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\note The composite builder must call end() to signify end of child list.
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*/
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BuilderBase composite(Composite<C> composite);
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/*!
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\brief Adds the given decorator to the tree. Decorators have exactly one child.
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\note The decorator builder must call end() to signify the end of the child list.
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*/
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BuilderBase decorator(Decorator<C> decorator);
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// Note: "no known conversion" warnings here could indicate that you forgot to return something from your lambda.
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/*!
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\brief Adds the given leaf to the tree. Leaves have no children.
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*/
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BuilderBase &leaf(Leaf<C> leaf);
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/*!
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\brief Convenience wrapper so that bool functions can be used. Translates true
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result to Status::SUCCESS, false to Status::FAILURE and never returns Status:RUNNING.
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*/
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BuilderBase &leaf(BoolLeaf<C> leaf);
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/*!
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\brief Convenience wrapper for a void function, or really a function returning any type other than bool or Status. This always returns Status::SUCCESS.
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*/
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BuilderBase &void_leaf(VoidLeaf<C> leaf);
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/*!
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\brief Copies another tree as a subtree at the current node.
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*/
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BuilderBase &tree(Tree<C> const &subtree);
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/*!
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\brief Closes the composite or decorator branch.
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Each call to composite() or decorator() must have a corresponding end().
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*/
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BuilderBase &end();
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/*!
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\brief Finalizes the tree by returning a copy. This will assert if done while
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a decorator or composite branch is still 'open'.
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*/
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virtual Tree<C> build() const &;
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/*!
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\brief Finalizes the tree by returning a tree constructed with the builder's
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root node. The builder is then invalid.
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*/
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virtual Tree<C> build() &&;
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/*!
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\brief Shorthand for `composite(&sequence<C>)`.
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*/
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BuilderBase sequence();
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/*!
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\brief Shorthand for `composite(&selector<C>)`.
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*/
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BuilderBase selector();
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/*!
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\brief Shorthand for `decorator(&inverter<C>)`.
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*/
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BuilderBase inverter();
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/*!
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\brief Shorthand for `decorator(&succeeder<C>)`.
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*/
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BuilderBase succeeder();
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protected:
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/// @cond
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BuilderBase(BuilderBase &parent, size_t offset, Type type)
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: _parent(parent)
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, _offset(offset)
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, _type(type)
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{}
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Node<C> &node() {
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return nodes()[_offset];
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}
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virtual std::vector<Node<C>, A> &nodes() {
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return _parent.nodes();
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}
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private:
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size_t add_child(typename Node<C>::ProcessFunction &&fn, NodeType nodeType) {
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node().add_child();
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nodes().emplace_back(Node(std::move(fn), nodeType));
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return nodes().size() - 1;
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}
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template<typename LeafType>
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BuilderBase &_leaf(LeafType &&leaf);
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template<typename BranchType>
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BuilderBase _branch(BranchType &&branch, NodeType nodeType);
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BuilderBase &_parent;
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size_t _offset{};
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Type _type{};
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/// @endcond
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};
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/*!
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\brief Defines the tree structure and instantiates it.
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This Builder pattern is inspired by arvidsson's implementation, BrainTree.
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\sa #beehive::BuilderBase
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*/
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template<typename C, typename Allocator = std::allocator<Node<C>>>
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class Builder
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: public BuilderBase<C, Allocator>
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{
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public:
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/*!
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\brief The context type.
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*/
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using Context = C;
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/*!
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\brief Begins construction of a tree.
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*/
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Builder()
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: BuilderBase<C, Allocator>(*this, 0, BuilderBase<C, Allocator>::Type::DECORATOR)
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{
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auto root = make_branch(Decorator<C>(&forwarder<C>));
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_nodes.emplace_back(Node(std::move(root), NodeType::Root));
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}
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Builder(Builder const &) = delete; //!< Deleted copy constructor.
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Builder(Builder &&) = default; //!< Move constructor.
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Builder &operator=(Builder const &) = delete; //!< Deleted copy assignment operator.
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Builder &operator=(Builder &&) = default; //!< Move assignment operator.
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virtual Tree<C> build() const & override
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{
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assert(_nodes[0].child_count() > 0); // must have at least one leaf node added
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return {_nodes};
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}
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virtual Tree<C> build() && override
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{
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assert(_nodes[0].child_count() > 0); // must have at least one leaf node added
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return {std::move(_nodes)};
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}
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private:
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virtual std::vector<Node<C>, Allocator> &nodes() override {
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return _nodes;
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}
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std::vector<Node<C>, Allocator> _nodes;
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};
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/// @cond
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template<typename C>
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auto make_branch(Decorator<C> f) -> typename Node<C>::ProcessFunction
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{
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return [process = move(f)](C &context, Node<C> const &self, TreeState &state)
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{
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assert(self.child_count() == 1); // invariant violation!
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auto &child = *(&self + 1);
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return process(context, child, state);
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};
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}
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template<typename C>
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auto make_branch(Composite<C> f) -> typename Node<C>::ProcessFunction
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{
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return [process = move(f)](C &context, Node<C> const &self, TreeState &state)
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{
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size_t i = 0;
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auto *child = self.first_child();
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if (self.index() == state.resume_index()) {
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for (; i < state.offset(); ++i) {
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child = child->next_sibling();
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}
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}
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auto generator = [&self, &i, &child]() -> Node<C> const * {
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if (i++ == self.child_count()) {
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return nullptr;
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}
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auto c = child;
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child = child->next_sibling();
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return c;
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};
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auto status = process(context, generator, state);
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if (status == Status::RUNNING) {
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self.save_state_at_child_index(state, i - 1);
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} else {
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|
self.clear_state(state);
|
|
}
|
|
return status;
|
|
};
|
|
}
|
|
|
|
template<typename C>
|
|
auto make_leaf(Leaf<C> f) -> typename Node<C>::ProcessFunction
|
|
{
|
|
return [process = move(f)](C &context, Node<C> const &self, TreeState &state)
|
|
{
|
|
assert(self.child_count() == 0); // invariant violation!
|
|
return process(context);
|
|
};
|
|
}
|
|
|
|
template<typename C>
|
|
auto make_leaf(VoidLeaf<C> f) -> typename Node<C>::ProcessFunction
|
|
{
|
|
return make_leaf(Leaf<C>{[void_process = move(f)](C &context)
|
|
{
|
|
void_process(context);
|
|
return Status::SUCCESS;
|
|
}});
|
|
}
|
|
|
|
template<typename C>
|
|
auto make_leaf(BoolLeaf<C> f) -> typename Node<C>::ProcessFunction
|
|
{
|
|
return make_leaf(Leaf<C>{[bool_process = move(f)](C &context)
|
|
{
|
|
const bool result = bool_process(context);
|
|
return result ? Status::SUCCESS : Status::FAILURE;
|
|
}});
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::composite(Composite<C> composite) -> BuilderBase
|
|
{
|
|
return _branch(std::move(composite));
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::decorator(Decorator<C> decorator) -> BuilderBase
|
|
{
|
|
return _branch(std::move(decorator));
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
template<typename BranchType>
|
|
auto BuilderBase<C, A>::_branch(BranchType &&branch, NodeType nodeType) -> BuilderBase
|
|
{
|
|
assert((_type != Type::DECORATOR) || node().child_count() == 0); // Decorators may only have one child!
|
|
auto type = std::is_same<
|
|
typename std::decay<BranchType>::type,
|
|
Decorator<C>
|
|
>::value ? Type::DECORATOR : Type::COMPOSITE;
|
|
auto child_offset = add_child(make_branch(move(branch)), nodeType);
|
|
return {*this, child_offset, type};
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
template<typename LeafType>
|
|
auto BuilderBase<C, A>::_leaf(LeafType &&leaf) -> BuilderBase &
|
|
{
|
|
assert((_type != Type::DECORATOR) || node().child_count() == 0); // Decorators may only have one child!
|
|
add_child(make_leaf(move(leaf)), NodeType::Leaf);
|
|
return *this;
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::leaf(Leaf<C> leaf) -> BuilderBase &
|
|
{
|
|
return _leaf(std::move(leaf));
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::leaf(BoolLeaf<C> leaf) -> BuilderBase &
|
|
{
|
|
return _leaf(std::move(leaf));
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::void_leaf(VoidLeaf<C> leaf) -> BuilderBase &
|
|
{
|
|
return _leaf(std::move(leaf));
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::tree(Tree<C> const &subtree) -> BuilderBase &
|
|
{
|
|
assert((_type != Type::DECORATOR) || node().child_count() == 0); // Decorators may only have one child!
|
|
auto const &subtree_nodes = subtree.nodes();
|
|
copy(subtree_nodes.begin(), subtree_nodes.end(), back_inserter(nodes()));
|
|
node().add_child();
|
|
return *this;
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::end() -> BuilderBase &
|
|
{
|
|
assert(node().child_count() > 0); // can't have composite/decorator without children!
|
|
return _parent;
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::build() const & -> Tree<C>
|
|
{
|
|
assert(false); // unterminated tree!
|
|
return {{}};
|
|
}
|
|
|
|
template<typename C, typename A>
|
|
auto BuilderBase<C, A>::build() && -> Tree<C>
|
|
{
|
|
assert(false); // unterminated tree!
|
|
return {{}};
|
|
}
|
|
|
|
template<typename Context, typename A>
|
|
auto BuilderBase<Context, A>::selector()->BuilderBase
|
|
{
|
|
return _branch(Composite<Context>{&beehive::selector<Context>}, NodeType::Selector);
|
|
}
|
|
|
|
template<typename Context, typename A>
|
|
auto BuilderBase<Context, A>::sequence()->BuilderBase
|
|
{
|
|
return _branch(Composite<Context>{&beehive::sequence<Context>}, NodeType::Sequence);
|
|
}
|
|
|
|
template<typename Context, typename A>
|
|
auto BuilderBase<Context, A>::inverter()->BuilderBase
|
|
{
|
|
return _branch(Composite<Context>{&beehive::inverter<Context>}, NodeType::Inverter);
|
|
}
|
|
|
|
template<typename Context, typename A>
|
|
auto BuilderBase<Context, A>::succeeder()->BuilderBase
|
|
{
|
|
return _branch(Composite<Context>{&beehive::succeeder<Context>}, NodeType::Succeeder);
|
|
}
|
|
|
|
/// @endcond
|
|
|
|
} // namespace beehive
|
|
|
|
#endif
|