Behavior Tree System
Behavior Tree is a powerful tool for game AI and automation control. This framework provides a behavior tree system based on Runtime Executor Architecture, featuring high performance, type safety, and easy extensibility.
What is a Behavior Tree?
Section titled “What is a Behavior Tree?”A behavior tree is a hierarchical task execution structure composed of multiple nodes, each responsible for specific tasks. Behavior trees are especially suitable for:
- Game AI (enemies, NPC behavior)
- Alternative to state machines
- Complex decision logic
- Visual behavior design
Core Features
Section titled “Core Features”Runtime Executor Architecture
Section titled “Runtime Executor Architecture”- Data and logic separation
- Stateless executor design
- High-performance execution
- Type safety
Visual Editor
Section titled “Visual Editor”- Graphical node editing
- Real-time preview and debugging
- Drag-and-drop node creation
- Property connections and bindings
Flexible Blackboard System
Section titled “Flexible Blackboard System”- Local blackboard (single behavior tree)
- Global blackboard (shared across all trees)
- Type-safe variable access
- Property binding support
Quick Example
Section titled “Quick Example”import { Core, Scene } from '@esengine/ecs-framework';import { BehaviorTreeBuilder, BehaviorTreeStarter, BehaviorTreePlugin} from '@esengine/behavior-tree';
// InitializeCore.create();const plugin = new BehaviorTreePlugin();await Core.installPlugin(plugin);
const scene = new Scene();plugin.setupScene(scene);Core.setScene(scene);
// Create behavior treeconst enemyAI = BehaviorTreeBuilder.create('EnemyAI') .defineBlackboardVariable('health', 100) .defineBlackboardVariable('target', null) .selector('MainBehavior') // If health is high, attack .sequence('AttackBranch') .blackboardCompare('health', 50, 'greater') .log('Attack player', 'Attack') .end() // Otherwise flee .log('Flee from combat', 'Flee') .end() .build();
// Start AIconst entity = scene.createEntity('Enemy');BehaviorTreeStarter.start(entity, enemyAI);Documentation
Section titled “Documentation”Getting Started
Section titled “Getting Started”- Getting Started - 5-minute quickstart
- Core Concepts - Understanding behavior tree fundamentals
Editor
Section titled “Editor”- Editor Guide - Visual behavior tree creation
- Editor Workflow - Complete development workflow
Advanced
Section titled “Advanced”- Asset Management - Loading, managing, and reusing assets
- Custom Actions - Create custom behavior nodes
- Advanced Usage - Performance optimization
- Best Practices - Design patterns and tips
Engine Integration
Section titled “Engine Integration”- Cocos Creator - Using with Cocos Creator
- Laya Engine - Using with Laya
- Node.js Server - Server-side usage