ff-behavior
v0.0.7
Published
Small, no-dependency javascript behavior tree engine to run game/simulation AI.
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ff-behavior
Small, no-dependency javascript behavior tree engine to run game/simulation AI.
Usage
The library exports an API facade object over which all functionality is accessible.
var Behavior = require("ff-behavior");
// load behavior
var b = Behavior.load(require("./my-behavior.json"));
// create instance with optional tree memory
var instance = b.createInstance({
count: 0
});
// register a leaf action handler
Behavior.registerAction("my-action", function(ctx, tree, node)
{
// your action code...
});
// evaluate the tree once for the given instance and context
b.update(myContext, instance);
Actions
Everything works with custom action implementations. Each action has a unique name (that is not one of the builtin, reserved names, see below).
An action definition is either just an update function
Behavior.registerAction("my-action", function(ctx, tree)
{
// your action code...
});
Behavior.registerAction("another-action", function(ctx, tree, node)
{
// action code with local node memory
});
or an object with an "init" and an "update" function.
{
init: function(ctx, tree, node)
{
},
update: function(ctx, tree, node)
{
}
}
The number of parameters on the update function control the creation of a local node memory for that node which is a object map that is created for every instance of the action leaf, and not for tree-global memory "tree".
The "ctx" argument is a passed through from Behavior.update to allow passing in an object to connect your actions to your game without defining the actions as closures.
JSON Data Format
The basis for the behavior trees is a simple JSON format.
{
"root" :{
"name" : "Sequence",
"kids" : [
]
}
}
The root property contains the actual recursive tree definition. Every node has a "name" attribute that identifies the type of node. Some nodes have a "kids" array property that contains the children of that node etc.
Builtins
Sequence
Evaluates children until one of them fails. Succeeds itself if all children succeed. Equivalent to a logical AND.
Selector
Evaluates children until one of them succeeds. Suceeds if one of the children suceeds. Equivalent to a logical OR
Decorators
Inverter
Inverts the result of a single child.
Succeeder
Evaluates a single child and always succeeds.
Failer
Evaluates a single child and always fails.
RepeatUntilSuccess
Synchronously repeat a single child until it suceeds.
RepeatUntilFailur
Synchronously repeat a single child until it fails.