Behaviour
Behaviour trees are used to compose complex entity behaviour from simple reusable nodes.
The behaviour tree system is defined in mods/core/behaviour
Classes
All these classes will exist in the behaviour
global table.
- BehaviourTree - the root node.
Node
- base node, definesrun()
andget_state()
.- Branches:
- Selector - tries each child in turn until one succeeds.
- FickleSelector - tries each child on each turn, until one succeeds.
- Sequences:
- Sequence - runs children in turn, stopping on failure.
- FickleSequence - runs all children on each turn, stopping on failure.