text: //-----------------------------------------------------------------------------
  // 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.
  //-----------------------------------------------------------------------------
  
  #ifndef _BB_SUCCEEDALWAYS_H_
  #define _BB_SUCCEEDALWAYS_H_
  
  #ifndef _BB_DECORATOR_H_
  #include "BadBehavior/core/Decorator.h"
  #endif
  
  namespace BadBehavior
  {
     //---------------------------------------------------------------------------
     // SucceedAlways decorator
     // Returns SUCCESS if child returns SUCCESS or FAILURE. RUNNING and INVALID are unchanged
     //---------------------------------------------------------------------------
     class SucceedAlways : public DecoratorNode
     {
        typedef DecoratorNode Parent;
  
     public:
        virtual Task *createTask(SimObject &owner, BehaviorTreeRunner &runner);
        
        DECLARE_CONOBJECT(SucceedAlways);
     };
  
     //---------------------------------------------------------------------------
     // SucceedAlways task
     //---------------------------------------------------------------------------
     class SucceedAlwaysTask : public DecoratorTask
     {
        typedef DecoratorTask Parent;
  
     public:
        SucceedAlwaysTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner);
  
        virtual void onChildComplete(Status s);
     };
  
  } // namespace BadBehavior
  
  #endif