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, defines- run()and- get_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.