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_BEHAVIOR_H_
  #define _BB_BEHAVIOR_H_
  
  #ifndef _BB_CORE_H_
  #include "Core.h"
  #endif
  
  namespace BadBehavior
  {
     // specify when the precondition function should be executed
     enum PreconditionMode
     {
        ONCE,    // the first time the behavior is evaluated
        TICK     // every tick
     };
  
     //---------------------------------------------------------------------------
     // Behavior - Base class for structured behavior leaf nodes
     //---------------------------------------------------------------------------
     class Behavior : public LeafNode
     {
        typedef LeafNode Parent;
     
     protected:
        // how often should we valuate the precondition
        PreconditionMode mPreconditionMode;
  
     public:
        Behavior();
  
        virtual Task *createTask(SimObject &owner, BehaviorTreeRunner &runner);
        
        static void initPersistFields();
  
        const PreconditionMode &getPreconditionMode() const { return mPreconditionMode; }
  
        virtual bool precondition( SimObject *owner ) { return true; }
        virtual void onEnter( SimObject *owner )  {}
        virtual void onExit( SimObject *owner ) {}
        virtual Status behavior( SimObject *owner ) { return SUCCESS; }
  
        DECLARE_CONOBJECT(Behavior);
     };
  
     //---------------------------------------------------------------------------
     // Behavior task
     //---------------------------------------------------------------------------
     class BehaviorTask : public Task
     {
        typedef Task Parent;
     
     protected:
        virtual Task* update();
  
     public:
        BehaviorTask(Node &node, SimObject &owner, BehaviorTreeRunner &runner);
     };
  
  } // namespace BadBehavior
  
  // make the return precondition mode accessible from script
  typedef BadBehavior::PreconditionMode BehaviorPreconditionType;
  DefineEnumType( BehaviorPreconditionType );
  
  #endif