Control Flow Nodes - Terasology/Behaviors GitHub Wiki
The control flow (logic) nodes are the building blocks of any behavior tree. They provide the tools necessary to do many kinds of logic - run a node n
times, run a given node only if the node before it succeeded, run nodes in parallel, run a node only for a given amount of time, etc.
The text in the code
block is the 'node name' used in the tree definitions - e.g.
- DynamicSelector <- primary name
-
dynamic
<- node name used in the behavior files
Here's a reference of the logic nodes with their respective functions:
'Looks up' and runs a behavior tree.
-
tree
: the requested tree, in the form'<module>:treeName'
SUCCESS
: when the tree finishes with SUCCESS
.
RUNNING
: if the tree is still RUNNING
FAILURE
: when the tree finishes with FAILURE
.
Logs a message
Example:
sequence: [
{
log: {
message: "walk to target"
}
},
...
]
Composite nodes are nodes with more than one child - essential in various aspects of tree building.
If you want to perform a series of actions that each depend on the previous ones succeeding - like a chain - a Sequence will be useful.
If you want to have conditional logic that selects between different behavior branches based on some conditions, a DynamicSelector is recommended.
If you want to run different branches in parallel, use the Parallel node.
Each of these nodes takes their children in arguments in this form:
{
<name-of-composite-node>: [
<child-1>,
<child-2>,
<...>,
<child-n>
]
}
Evaluates the children one by one, left to right..
Once a child finishes with SUCCESS
, starts the next child.
SUCCESS
: when all children finished with SUCCESS
.
FAILURE
: as soon as a child finishes with FAILURE
.
Evaluates the children one by one, until a child returns SUCCESS
.
When a child finishes with FAILURE
, evaluates the next in line.
If a child is RUNNING
, doesn't re-evaluate previous children for state changes - until the Selector returns and is run again from the start.
If you want the dynamic re-evaluation, use DynamicSelector.
SUCCESS
: as soon as a child finishes with SUCCESS
.
FAILURE
: when all children finished with FAILURE
.
Works like a Selector, but with each tick re-evaluates all children that have previously returned FAILURE
or are currently RUNNING
, making it useful for branching logic, when the top-level children are condition nodes of some description.
More on this here: Responding to outside changes
SUCCESS
: as soon as a child finishes with SUCCESS
.
FAILURE
: when all children finished with FAILURE
.
All children are evaluated in parallel.
SUCCESS
: when all children finished with SUCCESS
.
FAILURE
: as soon as a child finishes with FAILURE
.
Decorator nodes have exactly one child - useful to add functionality to existing nodes, modify what a node returns, etc.
Every Decorator takes its child as a child:
argument, e.g.
{
<name-of-decorator>: {
child: <child-definition>
}
Other arguments can of course be specified in normal JSON fashion.
Keep in mind simple children can be defined without the {}
- e.g.
child: success
is a completely valid definition.
Properties: count
: int
Runs the child node a set number of times.
SUCCESS
: when the child finishes with SUCCESS
the n-th time in a row.
FAILURE
: as soon as the child finishes with FAILURE
.
Returns the inverse of the state returned by the child.
Doesn't change RUNNING
.
SUCCESS
: when the child finishes with FAILURE
.
FAILURE
: when the child finishes with SUCCESS
.
Repeats the child node forever. Useful when controlled by overarching logic, else the tree can get stuck.
RUNNING
: Forever.
Properties: time
: float, in seconds
Runs the child (decorated node) for a set amount of time.
Can be used without specifying a child - that way, it will only serve as a 'pause' -
it'll return RUNNING
for the duration specified in its argument.
-
time
- the time to use for the timer in seconds (e.g.time: 10.0
).
Without child:
RUNNING
: while the timer is running.
SUCCESS
: as soon as timer ended.
With child:
RUNNING
: while the child is RUNNING
.
SUCCESS
: when the child finishes with SUCCESS
.
FAILURE
: when the child finishes with FAILURE
.