Pre made Behaviors and Nodes - Terasology/Behaviors GitHub Wiki
This is a curated list with some of the more specialized Nodes and Behaviors that are available out of the box in different modules. Soon: new behaviors from GSoC 2019!
Module: Behaviors
Behaviors
You can find the premade behavior files in this folder.
Examples of these pre-made behaviors being used to create new creature behaviors can be found in this folder.
DoRandomMove
Short, utilitarian tree. When ran, finds a nearby block and moves towards it.
Stray
A basic tree for critters. The entity starts the Walk animation, executes the do_random_move tree, then waits a while in the Stand animation, then repeats.
Results in randomly wandering mobs.
Follow
The entity finds the nearest player and moves towards them if they are within a minimum distance (using the set_target_to_followed_entity).
AttackFollowedEntity
The entity searches for a player to follow within a range. If it finds one, it attacks it using the damage_followed_entity action.
Hostile
This behavior uses the AttackFollowedEntity behavior and the check_attack_stop action. If the player is out of the critter's range, it will stop attacking.
Flee
The entity runs away from the player using the set_target_nearby_block_away_from_instigator action. A use for this might be if a critter is attacked, it might want to flee from its attacker.
Nodes
These nodes can be found in this folder.
Control Nodes
The target referred to in the following nodes is the target variable of the entity's MinionMoveComponent.
SetTargetLocalPlayerNode
Sets the target to the block the player is currently standing on.
SetTargetToNearbyBlockNode
Sets the target to a random reachable block near the entity.
Movement Nodes
FindPathToNode
Requests a path towards a block from the Pathfinding system. This Path will be saved as path in the entity's MinionMoveComponent.
RUNNING while the path is being searched for
SUCCESS once a path has been found
FAILURE if a path can't be found
MoveToNode
Moves to the target specified in MinionMoveComponent.
RUNNING while the actor is moving towards the target
SUCCESS when the target is reached
MoveAlongPathNode
Moves along the path.
JumpNode
Triggers a single jump into the air.
RUNNING while the jump is in progress
SUCCESS once the actor lands
Sound Nodes
PlaySound
Properties: sound, volume
Plays a sound (wow, really?)
RUNNING: while the sound is playing
SUCCESS: once sound ends playing
FAILURE: otherwise
PlayMusic
Properties: music
Starts playing music
RUNNING: while music is playing
SUCCESS: once the music ends playing
FAILURE: otherwise