feat(behavior-tree): add action() and condition() methods to BehaviorTreeBuilder (#408)
- Add action(implementationType, name?, config?) for custom action executors - Add condition(implementationType, name?, config?) for custom condition executors - Update documentation (EN and CN) with usage examples - Add test script to package.json
This commit is contained in:
@@ -182,6 +182,70 @@ export class IsHealthLow implements INodeExecutor {
|
||||
}
|
||||
```
|
||||
|
||||
## Using Custom Executors in BehaviorTreeBuilder
|
||||
|
||||
After defining a custom executor with `@NodeExecutorMetadata`, use the `.action()` method in the builder:
|
||||
|
||||
```typescript
|
||||
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||
|
||||
// Use custom executor in behavior tree
|
||||
const tree = BehaviorTreeBuilder.create('CombatAI')
|
||||
.defineBlackboardVariable('health', 100)
|
||||
.defineBlackboardVariable('target', null)
|
||||
.selector('Root')
|
||||
.sequence('AttackSequence')
|
||||
// Use custom action - matches implementationType in decorator
|
||||
.action('AttackAction', 'Attack', { damage: 25 })
|
||||
.action('MoveToTarget', 'Chase')
|
||||
.end()
|
||||
.action('WaitAction', 'Idle', { duration: 1000 })
|
||||
.end()
|
||||
.build();
|
||||
|
||||
// Start the behavior tree
|
||||
const entity = scene.createEntity('Enemy');
|
||||
BehaviorTreeStarter.start(entity, tree);
|
||||
```
|
||||
|
||||
### Builder Methods for Custom Nodes
|
||||
|
||||
| Method | Description |
|
||||
|--------|-------------|
|
||||
| `.action(type, name?, config?)` | Add custom action node |
|
||||
| `.condition(type, name?, config?)` | Add custom condition node |
|
||||
| `.executeAction(name)` | Use blackboard function `action_{name}` |
|
||||
| `.executeCondition(name)` | Use blackboard function `condition_{name}` |
|
||||
|
||||
### Complete Example
|
||||
|
||||
```typescript
|
||||
// 1. Define custom executor
|
||||
@NodeExecutorMetadata({
|
||||
implementationType: 'AttackAction',
|
||||
nodeType: NodeType.Action,
|
||||
displayName: 'Attack',
|
||||
category: 'Combat',
|
||||
configSchema: {
|
||||
damage: { type: 'number', default: 10, supportBinding: true }
|
||||
}
|
||||
})
|
||||
class AttackAction implements INodeExecutor {
|
||||
execute(context: NodeExecutionContext): TaskStatus {
|
||||
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
|
||||
console.log(`Attacking with ${damage} damage!`);
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
}
|
||||
|
||||
// 2. Build and use
|
||||
const tree = BehaviorTreeBuilder.create('AI')
|
||||
.selector('Root')
|
||||
.action('AttackAction', 'Attack', { damage: 50 })
|
||||
.end()
|
||||
.build();
|
||||
```
|
||||
|
||||
## Registering Custom Executors
|
||||
|
||||
Executors are auto-registered via the decorator. To manually register:
|
||||
|
||||
@@ -606,6 +606,107 @@ export class RetryDecorator implements INodeExecutor {
|
||||
}
|
||||
```
|
||||
|
||||
## 在代码中使用自定义执行器
|
||||
|
||||
定义了自定义执行器后,可以通过 `BehaviorTreeBuilder` 的 `.action()` 和 `.condition()` 方法在代码中使用:
|
||||
|
||||
### 使用 action() 方法
|
||||
|
||||
```typescript
|
||||
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
|
||||
|
||||
// 使用自定义执行器构建行为树
|
||||
const tree = BehaviorTreeBuilder.create('CombatAI')
|
||||
.defineBlackboardVariable('health', 100)
|
||||
.defineBlackboardVariable('target', null)
|
||||
.selector('Root')
|
||||
.sequence('AttackSequence')
|
||||
// 使用自定义动作 - implementationType 匹配装饰器中的定义
|
||||
.action('AttackAction', 'Attack', { damage: 25 })
|
||||
.action('MoveToPosition', 'Chase', { speed: 10 })
|
||||
.end()
|
||||
.action('DelayAction', 'Idle', { duration: 1.0 })
|
||||
.end()
|
||||
.build();
|
||||
|
||||
// 启动行为树
|
||||
const entity = scene.createEntity('Enemy');
|
||||
BehaviorTreeStarter.start(entity, tree);
|
||||
```
|
||||
|
||||
### 使用 condition() 方法
|
||||
|
||||
```typescript
|
||||
const tree = BehaviorTreeBuilder.create('AI')
|
||||
.selector('Root')
|
||||
.sequence('AttackBranch')
|
||||
// 使用自定义条件
|
||||
.condition('CheckHealth', 'IsHealthy', { threshold: 50, operator: 'greater' })
|
||||
.action('AttackAction', 'Attack')
|
||||
.end()
|
||||
.end()
|
||||
.build();
|
||||
```
|
||||
|
||||
### Builder 方法对照表
|
||||
|
||||
| 方法 | 说明 | 使用场景 |
|
||||
|------|------|----------|
|
||||
| `.action(type, name?, config?)` | 使用自定义动作执行器 | 自定义 Action 类 |
|
||||
| `.condition(type, name?, config?)` | 使用自定义条件执行器 | 自定义 Condition 类 |
|
||||
| `.executeAction(name)` | 调用黑板函数 `action_{name}` | 简单逻辑、快速原型 |
|
||||
| `.executeCondition(name)` | 调用黑板函数 `condition_{name}` | 简单条件判断 |
|
||||
|
||||
### 完整示例
|
||||
|
||||
```typescript
|
||||
import {
|
||||
BehaviorTreeBuilder,
|
||||
BehaviorTreeStarter,
|
||||
NodeExecutorMetadata,
|
||||
INodeExecutor,
|
||||
NodeExecutionContext,
|
||||
TaskStatus,
|
||||
NodeType,
|
||||
BindingHelper
|
||||
} from '@esengine/behavior-tree';
|
||||
|
||||
// 1. 定义自定义执行器
|
||||
@NodeExecutorMetadata({
|
||||
implementationType: 'AttackAction',
|
||||
nodeType: NodeType.Action,
|
||||
displayName: '攻击',
|
||||
category: 'Combat',
|
||||
configSchema: {
|
||||
damage: { type: 'number', default: 10, supportBinding: true }
|
||||
}
|
||||
})
|
||||
class AttackAction implements INodeExecutor {
|
||||
execute(context: NodeExecutionContext): TaskStatus {
|
||||
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
|
||||
console.log(`执行攻击,造成 ${damage} 点伤害!`);
|
||||
return TaskStatus.Success;
|
||||
}
|
||||
}
|
||||
|
||||
// 2. 构建行为树
|
||||
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
|
||||
.defineBlackboardVariable('health', 100)
|
||||
.defineBlackboardVariable('target', null)
|
||||
.selector('MainBehavior')
|
||||
.sequence('AttackBranch')
|
||||
.condition('CheckHealth', 'HasEnoughHealth', { threshold: 20, operator: 'greater' })
|
||||
.action('AttackAction', 'Attack', { damage: 50 })
|
||||
.end()
|
||||
.log('逃跑', 'Flee')
|
||||
.end()
|
||||
.build();
|
||||
|
||||
// 3. 启动行为树
|
||||
const entity = scene.createEntity('Enemy');
|
||||
BehaviorTreeStarter.start(entity, enemyAI);
|
||||
```
|
||||
|
||||
## 注册执行器
|
||||
|
||||
### 自动注册
|
||||
|
||||
Reference in New Issue
Block a user