Control Flow nodes - Lyinginbedmon/TricksyFoxes GitHub Wiki
As the name may imply, these nodes control how activity flows through the tree. In other systems they are referred to generically as "selector" or "fallback" nodes.
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Sequential
This variant will proceed through its child nodes one after another, until either all of them have succeeded or one has failed. This represents the majority of automation needs.
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Selector
This variant will identify the first viable child node it has (ie. the first that does not immediately return failure) and continue executing it until it returns an end state (either success or failure). This allows the behaviour tree to examine different possible courses of action, and supplies most of the if-not-then-else needs of any behaviour.
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Reactive
This variant will execute all of its child nodes simultaneously until any of them fail or all of them return success. This is most useful for performing a behaviour only as long as a certain condition is valid (such as continuing a melee attack as long as the mob is suitably healthy), or for combining multiple conditions together into a compound condition (such as "health less than 6 AND closer than 4 blocks from attack target").