//-----------------------------------------------------------------------------
// Copyright (c) 2014 Guy Allard
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, 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:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// 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, 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.
//-----------------------------------------------------------------------------

#include "FailAlways.h"

using namespace BadBehavior;

//------------------------------------------------------------------------------
// FailAlways decorator node
//------------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(FailAlways);

Task *FailAlways::createTask(SimObject &owner, BehaviorTreeRunner &runner)
{
   return new FailAlwaysTask(*this, owner, runner);
}

//------------------------------------------------------------------------------
// FailAlways decorator task
//------------------------------------------------------------------------------
FailAlwaysTask::FailAlwaysTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner)
   : Parent(node, owner, runner) 
{
}
      
void FailAlwaysTask::onChildComplete(Status s)
{
   Parent::onChildComplete(s);
   if(mStatus == SUCCESS)
      mStatus = FAILURE;
}

