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ff-behavior

v0.0.7

Published

Small, no-dependency javascript behavior tree engine to run game/simulation AI.

Downloads

16

Readme

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.