btreee
v1.0.6
Published
> The extra `e` is for... `error`
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Btreee
The extra
e
is for...error
Install
yarn add btreee
How to use
Start off by creating the root of your tree with a node. The root node must be one of leafNode
, sequenceNode
, selectorNode
, inverterNode
, or parallelNode
.
Each "branch" of the tree must terminate with a leaf node that returns a STATUS
.
Tree
- The main constructor/entry point for
btreee
- Takes in a funciton that returns a single node.
sequenceNode
- Takes in a function that returns an array of nodes.
- Will keep running nodes until an explicit
STATUS.FAILURE
. - Will return
STATUS.SUCCESS
is all nodes succeeded. - Will return
STATUS.FAILURE
if any node failed.
selectorNode
- Takes in a function that returns an array of nodes.
- Will keep running nodes until an explicit
STATUS.SUCCESS
. - Will return
STATUS.SUCCESS
is any node succeeded. - Will return
STATUS.FAILURE
if all nodes failed.
leafNode
- Takes in a function that returns a
STATUS
.
inverterNode
- Takes in a node and inverts that nodes
STATUS
.
parallelNode
- Takes in a function that returns an array of nodes.
- Param 2 is the minimum amount of successes required to return
STATUS.SUCCESS
- Param 3 is the minimum amount of failures required to return
STATUS.FAILURE
- This will run all of the nodes given to it and evaluate once those are done
Basic Example
import { Tree, sequenceNode, selectorNode, leafNode, STATUS } from 'btreee'
const tree = new Tree()
// Set the root of the tree
tree.setRoot(
// Run everything in array until fail
() =>
sequenceNode(() => [
// If not hungry, fail and stop sequence
leafNode(() => (amIHungry() ? STATUS.SUCCESS : STATUS.FAILURE)),
// Run everything in array until fail
sequenceNode(() => [
// Run until a success
selectorNode(() => [
leafNode(() =>
isThereSomethingIReallyWant() ? STATUS.SUCCESS : STATUS.FAILURE,
),
leafNode(() => (isThereAnyFood() ? STATUS.SUCCESS : STATUS.FAILURE)),
leafNode(() => (areThereDrinks() ? STATUS.SUCCESS : STATUS.FAILURE)),
]),
// Only executes is previous node returned a success
leafNode(() => eatOrDrink() && STATUS.SUCCESS),
]),
]),
)
// Executes the tree
tree.tick()
Complex Example
Let's assume we have an EvilNPC
we want to give some behivors to. Here is the interface:
type Direction = 'forward' | 'backward'
interface EvilNPC {
// Senses
getHealth: () => number // 0-100
feel: (
direction: Direction,
) => {
isEmpty: () => boolean
isWall: () => boolean
isUnit: () => boolean
getUnit: () => {
isEnemy: () => boolean
}
}
// Actions
walk: (direction: Direction) => void
attack: (direction: Direction) => void
pivot: () => void
heal: () => void
}
Our goal is to have this npc seek out and kill the player. The game world is very rudimentary, there's only forward and backward.
Here's what our basic tree would look like. Start reading from the bottom up to get a better understanding. Below is flowchart.
import { Tree, sequenceNode, selectorNode, leafNode, STATUS } from 'btreee'
const evilNpc: EvilNPC = new EvilNPC()
// NPC State
const state: {
health: number
direction: Direction
} = {
health: 100,
direction: 'forward',
}
// Simple Helper Functions
const isSomethingThere = (direction: Direction) =>
evilNpc.feel(direction).isEmpty() ? STATUS.FAILURE : STATUS.SUCCESS
const isSomethingInFrontOfMe = () => leafNode(() => isSomethingThere('forward'))
const isSomethingBehindMe = () => leafNode(() => isSomethingThere('backward'))
const isWallInFrontOfMe = () =>
sequenceNode(() => [
isSomethingInFrontOfMe(),
leafNode(() =>
evilNpc.feel('forward').isWall() ? STATUS.SUCCESS : STATUS.FAILURE,
),
])
const isUnitInFrontOfMe = () =>
sequenceNode(() => [
isSomethingInFrontOfMe(),
leafNode(() =>
evilNpc.feel('forward').isUnit() ? STATUS.SUCCESS : STATUS.FAILURE,
),
])
const isEnemyInFrontOfMe = () =>
sequenceNode(() => [
isUnitInFrontOfMe(),
leafNode(() =>
evilNpc.feel('forward').getUnit().isEnemy()
? STATUS.SUCCESS
: STATUS.FAILURE,
),
])
const isWallBehindMe = () =>
sequenceNode(() => [
isSomethingBehindMe(),
leafNode(() =>
evilNpc.feel('backward').isWall() ? STATUS.SUCCESS : STATUS.FAILURE,
),
])
const isUnitBehindMe = () =>
sequenceNode(() => [
isSomethingBehindMe(),
leafNode(() =>
evilNpc.feel('backward').isUnit() ? STATUS.SUCCESS : STATUS.FAILURE,
),
])
const isEnemyBehindMe = () =>
sequenceNode(() => [
isUnitBehindMe(),
leafNode(() =>
evilNpc.feel('backward').getUnit().isEnemy()
? STATUS.SUCCESS
: STATUS.FAILURE,
),
])
const shouldIHeal = () =>
leafNode(() => (state.health <= 25 ? STATUS.SUCCESS : STATUS.FAILURE))
// Leaf Nodes / Actions
const walk = (direction: Direction) =>
leafNode(() => (evilNpc.walk(direction), STATUS.SUCCESS))
const attack = (direction: Direction) =>
leafNode(() => (evilNpc.attack(direction), STATUS.SUCCESS))
const pivot = () => {
state.direction = state.direction === 'forward' ? 'backward' : 'forward'
return leafNode(() => (evilNpc.pivot(), STATUS.SUCCESS))
}
const heal = () => leafNode(() => (evilNpc.heal(), STATUS.SUCCESS))
// Sequences
const hunter = () =>
selectorNode(() => [
selectorNode(() => [isEnemyBehindMe(), attack('backward')]),
selectorNode(() => [isEnemyInFrontOfMe(), attack('forward')]),
])
const pivoter = () =>
selectorNode(() => [
sequenceNode(() => [isWallInFrontOfMe(), pivot()]),
sequenceNode(() => [isWallBehindMe(), pivot()]),
])
const walker = () => sequenceNode(() => [pivoter(), walk(state.direction)])
const healer = () => sequenceNode(() => [shouldIHeal(), heal()])
const actions = () => selectorNode(() => [hunter(), walker(), healer()])
const preActions = () =>
leafNode(() => ((state.health = evilNpc.getHealth()), STATUS.SUCCESS))
const root = () => sequenceNode(() => [preActions(), actions()])
const tree = new Tree()
tree.setRoot(root)
const tick = () =>
process.nextTick(() => {
tree.tick()
tick()
})