refactor(behavior-tree)!: 迁移到 Runtime 执行器架构 (#196)

* refactor(behavior-tree)!: 迁移到 Runtime 执行器架构

* fix(behavior-tree): 修复LogAction中的ReDoS安全漏洞

* feat(behavior-tree): 完善行为树核心功能并修复类型错误
This commit is contained in:
YHH
2025-10-31 17:27:38 +08:00
committed by GitHub
parent c58e3411fd
commit 61813e67b6
113 changed files with 7795 additions and 10564 deletions

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@@ -55,17 +55,19 @@ Root: Selector
└── Idle (Action)
```
## 在游戏中加载
## 在游戏中使用
### 加载JSON资产
### 使用Builder API创建
推荐使用Builder API在代码中创建行为树
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeAssetSerializer,
BehaviorTreeAssetLoader,
BehaviorTreeStarter
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
@@ -77,18 +79,28 @@ const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 加载行为树
const jsonString = await loadJsonFromFile('enemy-ai.btree.json');
const asset = BehaviorTreeAssetSerializer.deserialize(jsonString);
const aiEntity = BehaviorTreeAssetLoader.instantiate(asset, scene);
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('moveSpeed', 5.0)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardExists('target')
.blackboardCompare('health', 30, 'greater')
.log('攻击目标', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 设置黑板初始值
const blackboard = aiEntity.getComponent(BlackboardComponent);
blackboard?.setValue('health', 100);
blackboard?.setValue('moveSpeed', 5.0);
// 创建实体并启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 启动AI
BehaviorTreeStarter.start(aiEntity);
// 访问和修改黑板
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('target', someTarget);
// 游戏循环
setInterval(() => {
@@ -96,103 +108,104 @@ setInterval(() => {
}, 16);
```
## 实现自定义动作
## 实现自定义执行器
编辑器中的ExecuteAction节点需要在代码中提供实际逻辑。有两种方式
### 方式1通过事件系统推荐
在Action节点中触发事件在游戏代码中监听
要扩展行为树的功能,需要创建自定义执行器(详见[自定义节点执行器](./custom-actions.md)
```typescript
// 在编辑器的ExecuteAction节点中
entity.scene?.eventSystem.emit('ai:attack', {
attacker: entity,
target: blackboard?.getValue('target')
});
return TaskStatus.Success;
```
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
```typescript
// 在游戏代码中监听
Core.scene.eventSystem.on('ai:attack', (data) => {
const { attacker, target } = data;
// 执行实际的攻击逻辑
performAttack(attacker, target);
});
```
### 方式2创建自定义组件
创建专用的Action组件详见[自定义动作](./custom-actions.md)
```typescript
import { Component, ECSComponent, Entity } from '@esengine/ecs-framework';
import { BehaviorNode, BehaviorProperty, NodeType, TaskStatus } from '@esengine/behavior-tree';
@BehaviorNode({
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击目标',
description: '对目标造成伤害',
category: '战斗',
type: NodeType.Action,
description: '对目标造成伤害'
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
@ECSComponent('AttackAction')
export class AttackAction extends Component {
@BehaviorProperty({
label: '伤害值',
type: 'number'
})
damage: number = 10;
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
execute(entity: Entity, blackboard?: BlackboardComponent): TaskStatus {
const target = blackboard?.getValue('target');
if (!target) return TaskStatus.Failure;
if (!target) {
return TaskStatus.Failure;
}
// 执行攻击逻辑
performAttack(entity, target, this.damage);
performAttack(context.entity, target, damage);
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
// 清理状态
}
}
```
## 调试技巧
### 1. 使用日志
### 1. 使用日志节点
编辑器中添加Log节点输出调试信息
行为树中添加Log节点输出调试信息
```typescript
.log('进入战斗分支', 'info')
.action('Attack', (entity, blackboard) => {
console.log('目标:', blackboard?.getValue('target'));
return TaskStatus.Success;
})
const tree = BehaviorTreeBuilder.create('DebugAI')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板
### 2. 监控黑板状态
```typescript
const blackboard = aiEntity.getComponent(BlackboardComponent);
console.log('黑板状态:', blackboard?.getAllVariables());
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 检查节点状态
### 3. 在自定义执行器中调试
```typescript
const node = aiEntity.getComponent(BehaviorTreeNode);
console.log('节点状态:', node?.status);
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.group(`[${nodeData.name}]`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
console.groupEnd();
return TaskStatus.Success;
}
}
```
## 完整示例
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BlackboardValueType,
TaskStatus
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
@@ -204,28 +217,28 @@ const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 直接用代码构建(不用编辑器)
const aiEntity = BehaviorTreeBuilder.create(scene, 'EnemyAI')
.blackboard()
.defineVariable('health', BlackboardValueType.Number, 100)
.defineVariable('hasTarget', BlackboardValueType.Boolean, false)
.endBlackboard()
// 使用Builder API构建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasTarget', false)
.selector('Root')
.sequence('Combat')
.condition((e, bb) => bb?.getValue('hasTarget') === true, 'CheckTarget')
.action('Attack', (e, bb) => {
console.log('攻击!');
return TaskStatus.Success;
})
.blackboardCompare('hasTarget', true, 'equals')
.log('攻击玩家', 'Attack')
.end()
.action('Idle', () => {
console.log('空闲');
return TaskStatus.Success;
})
.log('空闲', 'Idle')
.end()
.build();
BehaviorTreeStarter.start(aiEntity);
// 创建实体并启动
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 模拟发现目标
setTimeout(() => {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasTarget', true);
}, 2000);
// 游戏循环
setInterval(() => {
@@ -235,6 +248,6 @@ setInterval(() => {
## 下一步
- 查看[自定义动作](./custom-actions.md)学习如何创建专用的Action组件
- 查看[高级用法](./advanced-usage.md)了解子树、异步操作等高级特性
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 查看[高级用法](./advanced-usage.md)了解性能优化等高级特性
- 查看[最佳实践](./best-practices.md)优化你的AI设计