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:

Special nodes

Lookup lookup

'Looks up' and runs a behavior tree.

Parameters:

  • 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.

Log

Logs a message

Example:

sequence: [
  {
    log: {
      message: "walk to target"
    }
  },
  ...
]

Composite nodes

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>
  ]

}

Sequence sequence

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.

Selector selector

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.

DynamicSelector dynamic

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.

Parallel parallel

All children are evaluated in parallel.

SUCCESS: when all children finished with SUCCESS.

FAILURE: as soon as a child finishes with FAILURE.

Decorator nodes

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.

Counter counter

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.

Invert invert

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.

Loop loop

Repeats the child node forever. Useful when controlled by overarching logic, else the tree can get stuck.

RUNNING: Forever.

Timeout timeout

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.

Parameters

  • 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.

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