docs: 重构文档结构,添加独立模块区域 (#349)
* docs: 重构文档结构,添加独立模块区域 - 新增 /modules/ 目录用于功能模块文档 - 移动 behavior-tree 从 /guide/ 到 /modules/ - 添加模块总览页面 - 更新导航栏添加"模块"入口 - 更新侧边栏:模块区域独立侧边栏 - 更新 i18n 配置支持新模块 * style(docs): 提高文字对比度
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docs/modules/behavior-tree/best-practices.md
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docs/modules/behavior-tree/best-practices.md
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# 最佳实践
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本文介绍行为树设计和使用的最佳实践,帮助你构建高效、可维护的AI系统。
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## 行为树设计原则
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### 1. 保持树的层次清晰
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将复杂行为分解成清晰的层次结构:
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```
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Root Selector
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├── Emergency (高优先级:紧急情况)
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│ ├── FleeFromDanger
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│ └── CallForHelp
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├── Combat (中优先级:战斗)
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│ ├── Attack
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│ └── Defend
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└── Idle (低优先级:空闲)
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├── Patrol
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└── Rest
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```
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### 2. 单一职责原则
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每个节点应该只做一件事。要实现复杂动作,创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
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```typescript
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// 好的设计 - 使用内置节点
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.sequence('AttackSequence')
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.blackboardExists('target', 'CheckTarget')
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.log('瞄准', 'Aim')
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.log('开火', 'Fire')
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.end()
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```
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### 3. 使用描述性名称
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节点名称应该清楚地表达其功能:
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```typescript
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// 好的命名
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.blackboardCompare('health', 20, 'less', 'CheckHealthLow')
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.log('寻找最近的医疗包', 'FindHealthPack')
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.log('移动到医疗包', 'MoveToHealthPack')
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// 不好的命名
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.blackboardCompare('health', 20, 'less', 'C1')
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.log('Do something', 'Action1')
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.log('Move', 'A2')
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```
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## 黑板变量管理
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### 1. 变量命名规范
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使用清晰的命名约定:
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```typescript
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const tree = BehaviorTreeBuilder.create('AI')
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// 状态变量
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.defineBlackboardVariable('currentState', 'idle')
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.defineBlackboardVariable('isMoving', false)
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// 目标和引用
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.defineBlackboardVariable('targetEnemy', null)
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.defineBlackboardVariable('patrolPoints', [])
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// 配置参数
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.defineBlackboardVariable('attackRange', 5.0)
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.defineBlackboardVariable('moveSpeed', 10.0)
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// 临时数据
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.defineBlackboardVariable('lastAttackTime', 0)
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.defineBlackboardVariable('searchAttempts', 0)
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// ...
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.build();
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```
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### 2. 避免过度使用黑板
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只在需要跨节点共享的数据才放入黑板。在自定义执行器中使用局部变量:
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```typescript
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// 好的做法 - 使用局部变量
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export class CalculateAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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// 局部计算
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const temp1 = 10;
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const temp2 = 20;
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const result = temp1 + temp2;
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// 只保存需要共享的结果
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context.runtime.setBlackboardValue('calculationResult', result);
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return TaskStatus.Success;
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}
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}
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```
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### 3. 使用类型安全的访问
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```typescript
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export class TypeSafeAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const { runtime } = context;
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// 使用泛型进行类型安全访问
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const health = runtime.getBlackboardValue<number>('health');
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const target = runtime.getBlackboardValue<Entity | null>('target');
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const state = runtime.getBlackboardValue<string>('currentState');
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if (health !== undefined && health < 30) {
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runtime.setBlackboardValue('currentState', 'flee');
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}
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return TaskStatus.Success;
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}
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}
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```
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## 执行器设计
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### 1. 保持执行器无状态
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状态必须存储在`context.state`中,而不是执行器实例:
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```typescript
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// 正确的做法
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export class TimedAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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if (!context.state.startTime) {
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context.state.startTime = context.totalTime;
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}
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const elapsed = context.totalTime - context.state.startTime;
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if (elapsed >= 3.0) {
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return TaskStatus.Success;
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}
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return TaskStatus.Running;
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}
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reset(context: NodeExecutionContext): void {
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context.state.startTime = undefined;
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}
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}
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```
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### 2. 条件应该是无副作用的
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条件检查不应该修改状态:
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```typescript
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// 好的做法 - 只读检查
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@NodeExecutorMetadata({
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implementationType: 'IsHealthLow',
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nodeType: NodeType.Condition,
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displayName: '检查生命值低',
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category: '条件',
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configSchema: {
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threshold: {
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type: 'number',
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default: 30,
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supportBinding: true
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}
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}
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})
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export class IsHealthLow implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const threshold = BindingHelper.getValue<number>(context, 'threshold', 30);
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const health = context.runtime.getBlackboardValue<number>('health') || 0;
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return health < threshold ? TaskStatus.Success : TaskStatus.Failure;
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}
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}
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```
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### 3. 错误处理
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```typescript
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export class SafeAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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try {
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const resourceId = context.runtime.getBlackboardValue('resourceId');
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if (!resourceId) {
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console.error('[SafeAction] 资源ID未设置');
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return TaskStatus.Failure;
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}
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// 执行操作...
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return TaskStatus.Success;
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} catch (error) {
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console.error('[SafeAction] 执行失败:', error);
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context.runtime.setBlackboardValue('lastError', error.message);
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return TaskStatus.Failure;
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}
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}
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}
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```
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## 性能优化技巧
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### 1. 使用冷却装饰器
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避免高频执行昂贵操作:
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```typescript
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const tree = BehaviorTreeBuilder.create('ThrottledAI')
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.cooldown(1.0, 'ThrottleSearch') // 最多每秒执行一次
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.log('昂贵的搜索操作', 'ExpensiveSearch')
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.end()
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.build();
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```
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### 2. 缓存计算结果
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```typescript
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export class CachedFindNearest implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const { state, runtime, totalTime } = context;
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// 检查缓存是否有效
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const cacheTime = state.enemyCacheTime || 0;
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if (totalTime - cacheTime < 0.5) { // 缓存0.5秒
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const cached = runtime.getBlackboardValue('nearestEnemy');
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return cached ? TaskStatus.Success : TaskStatus.Failure;
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}
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// 执行搜索
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const nearest = findNearestEnemy();
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runtime.setBlackboardValue('nearestEnemy', nearest);
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state.enemyCacheTime = totalTime;
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return nearest ? TaskStatus.Success : TaskStatus.Failure;
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}
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reset(context: NodeExecutionContext): void {
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context.state.enemyCacheTime = undefined;
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}
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}
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```
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### 3. 使用早期退出
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```typescript
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const tree = BehaviorTreeBuilder.create('EarlyExit')
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.selector('FindTarget')
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// 先检查缓存的目标
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.blackboardExists('cachedTarget', 'HasCachedTarget')
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// 没有缓存才进行搜索(需要自定义执行器)
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.log('执行昂贵的搜索', 'SearchNewTarget')
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.end()
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.build();
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```
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## 可维护性
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### 1. 使用有意义的节点名称
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```typescript
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// 好的做法
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const tree = BehaviorTreeBuilder.create('CombatAI')
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.selector('CombatDecision')
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.sequence('AttackEnemy')
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.blackboardExists('target', 'HasTarget')
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.log('执行攻击', 'Attack')
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.end()
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.end()
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.build();
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// 不好的做法
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const tree = BehaviorTreeBuilder.create('AI')
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.selector('Node1')
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.sequence('Node2')
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.blackboardExists('target', 'Node3')
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.log('Attack', 'Node4')
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.end()
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.end()
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.build();
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```
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### 2. 使用编辑器创建复杂树
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对于复杂的AI,使用可视化编辑器:
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- 更直观的结构
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- 方便非程序员调整
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- 易于版本控制
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- 支持实时调试
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### 3. 添加注释和文档
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```typescript
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// 为行为树添加清晰的注释
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const bossAI = BehaviorTreeBuilder.create('BossAI')
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.defineBlackboardVariable('phase', 1) // 1=正常, 2=狂暴, 3=濒死
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.selector('MainBehavior')
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// 阶段3: 生命值<20%,使用终极技能
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.sequence('Phase3')
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.blackboardCompare('phase', 3, 'equals')
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.log('使用终极技能', 'UltimateAbility')
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.end()
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// 阶段2: 生命值<50%,进入狂暴
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.sequence('Phase2')
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.blackboardCompare('phase', 2, 'equals')
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.log('进入狂暴模式', 'BerserkMode')
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.end()
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// 阶段1: 正常战斗
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.sequence('Phase1')
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.log('普通攻击', 'NormalAttack')
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.end()
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.end()
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.build();
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```
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## 调试技巧
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### 1. 使用日志节点
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```typescript
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const tree = BehaviorTreeBuilder.create('Debug')
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.log('开始攻击序列', 'StartAttack')
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.sequence('Attack')
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.log('检查目标', 'CheckTarget')
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.blackboardExists('target')
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.log('执行攻击', 'DoAttack')
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.end()
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.build();
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```
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### 2. 在自定义执行器中调试
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```typescript
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export class DebugAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const { nodeData, runtime, state } = context;
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console.group(`[${nodeData.name}]`);
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console.log('配置:', nodeData.config);
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console.log('状态:', state);
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console.log('黑板:', runtime.getAllBlackboardVariables());
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console.log('活动节点:', Array.from(runtime.activeNodeIds));
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console.groupEnd();
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return TaskStatus.Success;
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}
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}
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```
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### 3. 状态可视化
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```typescript
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export class VisualizeState implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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if (process.env.NODE_ENV === 'development') {
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console.group('AI State');
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console.log('Entity:', context.entity.name);
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console.log('Health:', context.runtime.getBlackboardValue('health'));
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console.log('State:', context.runtime.getBlackboardValue('currentState'));
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console.log('Target:', context.runtime.getBlackboardValue('target'));
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console.groupEnd();
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}
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return TaskStatus.Success;
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}
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}
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```
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## 常见反模式
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### 1. 过深的嵌套
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```typescript
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// 不好 - 太深的嵌套
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.selector()
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.sequence()
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.sequence()
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.sequence()
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.log('太深了', 'DeepAction')
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.end()
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.end()
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.end()
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.end()
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// 好 - 使用合理的深度
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.selector()
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.sequence()
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.log('Action1')
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.log('Action2')
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.end()
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.sequence()
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.log('Action3')
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.log('Action4')
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.end()
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.end()
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```
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### 2. 在执行器中存储状态
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```typescript
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// 错误 - 状态存储在执行器中
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export class BadAction implements INodeExecutor {
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private startTime = 0; // 错误!多个节点会共享这个值
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execute(context: NodeExecutionContext): TaskStatus {
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this.startTime = context.totalTime; // 错误!
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return TaskStatus.Success;
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}
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}
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// 正确 - 状态存储在context.state中
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export class GoodAction implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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if (!context.state.startTime) {
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context.state.startTime = context.totalTime; // 正确!
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}
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return TaskStatus.Success;
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}
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}
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```
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### 3. 频繁修改黑板
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```typescript
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// 不好 - 每帧都修改黑板
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export class FrequentUpdate implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const pos = getCurrentPosition();
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context.runtime.setBlackboardValue('position', pos); // 每帧都set
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context.runtime.setBlackboardValue('velocity', getVelocity());
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context.runtime.setBlackboardValue('rotation', getRotation());
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return TaskStatus.Running;
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}
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}
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// 好 - 只在需要时修改
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export class SmartUpdate implements INodeExecutor {
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execute(context: NodeExecutionContext): TaskStatus {
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const oldPos = context.runtime.getBlackboardValue('position');
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const newPos = getCurrentPosition();
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// 只在位置变化时更新
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if (!positionsEqual(oldPos, newPos)) {
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context.runtime.setBlackboardValue('position', newPos);
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}
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return TaskStatus.Running;
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}
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}
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```
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## 下一步
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- 学习[自定义节点执行器](./custom-actions.md)扩展行为树功能
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- 探索[高级用法](./advanced-usage.md)了解更多技巧
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- 参考[核心概念](./core-concepts.md)深入理解原理
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