# BehaviorLibrary **Repository Path**: dang050/BehaviorLibrary ## Basic Information - **Project Name**: BehaviorLibrary - **Description**: BehaviorLibrary is a framework for creating behavior trees for game AI. It is free to use, modify, and redestribute as covered under the attached License (FreeBSD). Enjoy! - **Primary Language**: Unknown - **License**: Not specified - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2021-07-26 - **Last Updated**: 2024-10-17 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README Behavior Library ================ BehaviorLibrary is a framework for creating behavior trees for game AI. It is free to use, modify, and redestribute as covered under the attached License (FreeBSD). It is simple to use and with that simplicity comes performance. Example of a simple A* following AI on a tilemap //setup all coniditionals and their delegate functions Coniditional tooClose = new Conditional(isTooClose); Coniditional targetMoved = new Conditional(hasTargetMoved); Coniditional pathFound = new Conditional(hasPathBeenFound); Coniditional reachedCell = new Conditional(hasReachedCell); Coniditional reachedTarget = new Conditional(hasReachedTarget); Coniditional isNewPath = new Conditional(hasNewPath); //setup all actions and their delegate functions BehaviorAction moveToCell = new BehaviorAction(moveTowardsCell); BehaviorAction calcPath = new BehaviorAction(calculatePath); BehaviorAction initPathfinder = new BehaviorAction(initializePathfinder); BehaviorAction getNextCell = new BehaviorAction(getNextPathCell); BehaviorAction setPath = new BehaviorAction(setNewPath); BehaviorAction getPath = new BehaviorAction(getCurrentPath); BehaviorAction updatePosition = new BehaviorAction(updateTargetPosision); BehaviorAction reset = new BehaviorAction(resetPathfinder); BehaviorAction animate = new BehaviorAction(updateAnimation); //setup an initilization branch ParallelSequence initialize = new ParallelSequence(initPathfinder, calcPath); //if the target has moved, reset and calculate a new path ParallelSelector ifMovedCreateNewPath = new ParallelSelector(new Inverter(targetMoved), new Inverter(reset), calcPath); ParallelSelector ifPathFoundGetPath = new ParallelSelector(new Inverter(pathFound), getPath); ParallelSelector ifPathNewUseIt = new ParallelSelector(new Inverter(isNewPath), setPath); ParallelSelector ifReachedCellGetNext = new ParallelSelector(new Inverter(reachedCell), getNextCell); ParallelSelector ifNotReachedTargetMoveTowardsCell = new ParallelSelector(reachedTarget, moveToCell); //follow target so long as you're not too close and then animate ParallelSequence follow = new ParallelSequence(new Inverter(tooClose), updatePosition, ifMovedCreateNewPath, ifPathFoundGetPath, ifPathIsNewUseIt, ifReachedCellGetNext, ifNotReachedTargetMoveTowardsCell, animate); //setup root node, choose initialization phase or pathing/movement phase RootSelector root = new RootSelector(switchBehaviors, initialize, follow); //set a reference to the root Behavior behavior = new Behavior(root); //to execute the behavior behavior.Behave();