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@esengine/
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@esengine/
| Author | SHA1 | Date | |
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ebcb4d00a8 | ||
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d2af9caae9 | ||
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bb696c6a60 |
Submodule examples/lawn-mower-demo updated: 5a4976b192...6c5d682f3a
@@ -1,5 +1,30 @@
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# @esengine/behavior-tree
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## 4.1.0
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### Minor Changes
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- [#400](https://github.com/esengine/esengine/pull/400) [`d2af9ca`](https://github.com/esengine/esengine/commit/d2af9caae9d5620c5f690272ab80dc246e9b7e10) Thanks [@esengine](https://github.com/esengine)! - feat(behavior-tree): add pure BehaviorTreePlugin class for Cocos/Laya integration
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- Added `BehaviorTreePlugin` class that only depends on `@esengine/ecs-framework`
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- Implements `IPlugin` interface with `install()`, `uninstall()`, and `setupScene()` methods
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- Removed `esengine/` subdirectory that incorrectly depended on `@esengine/engine-core`
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- Updated package documentation with correct usage examples
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Usage:
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```typescript
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import { Core, Scene } from '@esengine/ecs-framework';
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import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
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Core.create();
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const plugin = new BehaviorTreePlugin();
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await Core.installPlugin(plugin);
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const scene = new Scene();
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plugin.setupScene(scene);
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Core.setScene(scene);
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```
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## 4.0.0
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### Patch Changes
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@@ -1,6 +1,6 @@
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{
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"name": "@esengine/behavior-tree",
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"version": "4.0.0",
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"version": "4.1.0",
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"description": "ECS-based AI behavior tree system - works with any ECS framework (ESEngine, Cocos, Laya, etc.)",
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"main": "dist/index.js",
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"module": "dist/index.js",
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118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
118
packages/framework/behavior-tree/src/BehaviorTreePlugin.ts
Normal file
@@ -0,0 +1,118 @@
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import type { Core, ServiceContainer, IPlugin, IScene } from '@esengine/ecs-framework';
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import { BehaviorTreeExecutionSystem } from './execution/BehaviorTreeExecutionSystem';
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import { BehaviorTreeAssetManager } from './execution/BehaviorTreeAssetManager';
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import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
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/**
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* @zh 行为树插件
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* @en Behavior Tree Plugin
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*
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* @zh 为 ECS 框架提供行为树支持的插件。
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* 可与任何基于 @esengine/ecs-framework 的引擎集成(Cocos、Laya、Node.js 等)。
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*
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* @en Plugin that provides behavior tree support for ECS framework.
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* Can be integrated with any engine based on @esengine/ecs-framework (Cocos, Laya, Node.js, etc.).
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*
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* @example
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* ```typescript
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* import { Core, Scene } from '@esengine/ecs-framework';
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* import { BehaviorTreePlugin, BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
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*
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* // Initialize
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* Core.create();
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* const plugin = new BehaviorTreePlugin();
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* await Core.installPlugin(plugin);
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*
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* // Setup scene
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* const scene = new Scene();
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* plugin.setupScene(scene);
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* Core.setScene(scene);
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*
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* // Create and start behavior tree
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* const tree = BehaviorTreeBuilder.create('MyAI')
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* .selector('Root')
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* .log('Hello from behavior tree!')
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* .end()
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* .build();
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*
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* const entity = scene.createEntity('AIEntity');
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* BehaviorTreeStarter.start(entity, tree);
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* ```
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*/
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export class BehaviorTreePlugin implements IPlugin {
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/**
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* @zh 插件名称
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* @en Plugin name
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*/
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readonly name = '@esengine/behavior-tree';
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/**
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* @zh 插件版本
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* @en Plugin version
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*/
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readonly version = '1.0.0';
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/**
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* @zh 插件依赖
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* @en Plugin dependencies
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*/
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readonly dependencies: readonly string[] = [];
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private _services: ServiceContainer | null = null;
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/**
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* @zh 安装插件
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* @en Install plugin
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*
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* @param _core - Core 实例
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* @param services - 服务容器
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*/
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install(_core: Core, services: ServiceContainer): void {
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this._services = services;
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// Register services
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if (!services.isRegistered(GlobalBlackboardService)) {
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services.registerSingleton(GlobalBlackboardService);
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}
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if (!services.isRegistered(BehaviorTreeAssetManager)) {
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services.registerSingleton(BehaviorTreeAssetManager);
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}
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}
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/**
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* @zh 卸载插件
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* @en Uninstall plugin
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*/
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uninstall(): void {
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if (this._services) {
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const assetManager = this._services.tryResolve(BehaviorTreeAssetManager);
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if (assetManager) {
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assetManager.dispose();
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}
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const blackboardService = this._services.tryResolve(GlobalBlackboardService);
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if (blackboardService) {
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blackboardService.dispose();
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}
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}
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this._services = null;
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}
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/**
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* @zh 设置场景,添加行为树执行系统
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* @en Setup scene, add behavior tree execution system
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*
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* @param scene - 要设置的场景
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*
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* @example
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* ```typescript
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* const scene = new Scene();
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* plugin.setupScene(scene);
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* Core.setScene(scene);
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* ```
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*/
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setupScene(scene: IScene): void {
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const system = new BehaviorTreeExecutionSystem(this._services ?? undefined);
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scene.addSystem(system);
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}
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}
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@@ -1,82 +0,0 @@
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/**
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* @zh ESEngine 资产加载器
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* @en ESEngine asset loader
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*
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* @zh 实现 IAssetLoader 接口,用于通过 AssetManager 加载行为树文件。
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* 此文件仅在使用 ESEngine 时需要。
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*
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* @en Implements IAssetLoader interface for loading behavior tree files via AssetManager.
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* This file is only needed when using ESEngine.
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*/
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import type {
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IAssetLoader,
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IAssetParseContext,
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IAssetContent,
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AssetContentType
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} from '@esengine/asset-system';
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import { Core } from '@esengine/ecs-framework';
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import { BehaviorTreeData } from '../execution/BehaviorTreeData';
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import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
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import { EditorToBehaviorTreeDataConverter } from '../Serialization/EditorToBehaviorTreeDataConverter';
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import { BehaviorTreeAssetType } from '../constants';
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/**
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* @zh 行为树资产接口
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* @en Behavior tree asset interface
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*/
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export interface IBehaviorTreeAsset {
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/** @zh 行为树数据 @en Behavior tree data */
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data: BehaviorTreeData;
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/** @zh 文件路径 @en File path */
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path: string;
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}
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/**
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* @zh 行为树加载器
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* @en Behavior tree loader implementing IAssetLoader interface
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*/
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export class BehaviorTreeLoader implements IAssetLoader<IBehaviorTreeAsset> {
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readonly supportedType = BehaviorTreeAssetType;
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readonly supportedExtensions = ['.btree'];
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readonly contentType: AssetContentType = 'text';
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/**
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* @zh 从内容解析行为树资产
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* @en Parse behavior tree asset from content
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*/
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async parse(content: IAssetContent, context: IAssetParseContext): Promise<IBehaviorTreeAsset> {
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if (!content.text) {
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throw new Error('Behavior tree content is empty');
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}
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// Convert to runtime data
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const treeData = EditorToBehaviorTreeDataConverter.fromEditorJSON(content.text);
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// Use file path as ID
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const assetPath = context.metadata.path;
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treeData.id = assetPath;
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// Also register to BehaviorTreeAssetManager for legacy code
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const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
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if (btAssetManager) {
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btAssetManager.loadAsset(treeData);
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}
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return {
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data: treeData,
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path: assetPath
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};
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}
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/**
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* @zh 释放资产
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* @en Dispose asset
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*/
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dispose(asset: IBehaviorTreeAsset): void {
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const btAssetManager = Core.services.tryResolve(BehaviorTreeAssetManager);
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if (btAssetManager && asset.data) {
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btAssetManager.unloadAsset(asset.data.id);
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}
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}
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}
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@@ -1,93 +0,0 @@
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/**
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* @zh ESEngine 集成模块
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* @en ESEngine integration module
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*
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* @zh 此文件包含与 ESEngine 引擎核心集成的代码。
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* 使用 Cocos/Laya 等其他引擎时不需要此文件。
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*
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* @en This file contains code for integrating with ESEngine engine-core.
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* Not needed when using other engines like Cocos/Laya.
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*/
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import type { IScene, ServiceContainer, IComponentRegistry } from '@esengine/ecs-framework';
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import type { IRuntimeModule, IRuntimePlugin, ModuleManifest, SystemContext } from '@esengine/engine-core';
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import { AssetManagerToken } from '@esengine/asset-system';
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import { BehaviorTreeRuntimeComponent } from '../execution/BehaviorTreeRuntimeComponent';
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import { BehaviorTreeExecutionSystem } from '../execution/BehaviorTreeExecutionSystem';
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import { BehaviorTreeAssetManager } from '../execution/BehaviorTreeAssetManager';
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import { GlobalBlackboardService } from '../Services/GlobalBlackboardService';
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import { BehaviorTreeLoader } from './BehaviorTreeLoader';
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import { BehaviorTreeAssetType } from '../constants';
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import { BehaviorTreeSystemToken } from '../tokens';
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// Re-export tokens for ESEngine users
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export { BehaviorTreeSystemToken } from '../tokens';
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class BehaviorTreeRuntimeModule implements IRuntimeModule {
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private _loaderRegistered = false;
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registerComponents(registry: IComponentRegistry): void {
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registry.register(BehaviorTreeRuntimeComponent);
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}
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registerServices(services: ServiceContainer): void {
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if (!services.isRegistered(GlobalBlackboardService)) {
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services.registerSingleton(GlobalBlackboardService);
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}
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if (!services.isRegistered(BehaviorTreeAssetManager)) {
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services.registerSingleton(BehaviorTreeAssetManager);
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}
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}
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createSystems(scene: IScene, context: SystemContext): void {
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// Get dependencies from service registry
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const assetManager = context.services.get(AssetManagerToken);
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if (!this._loaderRegistered && assetManager) {
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assetManager.registerLoader(BehaviorTreeAssetType, new BehaviorTreeLoader());
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this._loaderRegistered = true;
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}
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// Use ECS service container from context.services
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const ecsServices = (context as { ecsServices?: ServiceContainer }).ecsServices;
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const behaviorTreeSystem = new BehaviorTreeExecutionSystem(ecsServices);
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if (assetManager) {
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behaviorTreeSystem.setAssetManager(assetManager);
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}
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if (context.isEditor) {
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behaviorTreeSystem.enabled = false;
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}
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scene.addSystem(behaviorTreeSystem);
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// Register service to service registry
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context.services.register(BehaviorTreeSystemToken, behaviorTreeSystem);
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}
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}
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const manifest: ModuleManifest = {
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id: 'behavior-tree',
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name: '@esengine/behavior-tree',
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displayName: 'Behavior Tree',
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version: '1.0.0',
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description: 'AI behavior tree system',
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category: 'AI',
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icon: 'GitBranch',
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isCore: false,
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defaultEnabled: false,
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isEngineModule: true,
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canContainContent: true,
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dependencies: ['core'],
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exports: { components: ['BehaviorTreeComponent'] },
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editorPackage: '@esengine/behavior-tree-editor'
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};
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export const BehaviorTreePlugin: IRuntimePlugin = {
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manifest,
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runtimeModule: new BehaviorTreeRuntimeModule()
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};
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export { BehaviorTreeRuntimeModule };
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@@ -1,39 +0,0 @@
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/**
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* @zh ESEngine 集成入口
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* @en ESEngine integration entry point
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*
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* @zh 此模块包含与 ESEngine 引擎核心集成所需的所有代码。
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* 使用 Cocos/Laya 等其他引擎时,只需导入主模块即可。
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*
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* @en This module contains all code required for ESEngine engine-core integration.
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* When using other engines like Cocos/Laya, just import the main module.
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*
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* @example ESEngine 使用方式 / ESEngine usage:
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* ```typescript
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* import { BehaviorTreePlugin } from '@esengine/behavior-tree/esengine';
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*
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* // Register with ESEngine plugin system
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* engine.registerPlugin(BehaviorTreePlugin);
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* ```
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*
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* @example Cocos/Laya 使用方式 / Cocos/Laya usage:
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* ```typescript
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* import {
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* BehaviorTreeAssetManager,
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* BehaviorTreeExecutionSystem
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* } from '@esengine/behavior-tree';
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*
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* // Load behavior tree from JSON
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* const assetManager = new BehaviorTreeAssetManager();
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* assetManager.loadFromEditorJSON(jsonContent);
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*
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* // Add system to your ECS world
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* world.addSystem(new BehaviorTreeExecutionSystem());
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* ```
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*/
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// Runtime module and plugin
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export { BehaviorTreeRuntimeModule, BehaviorTreePlugin, BehaviorTreeSystemToken } from './BehaviorTreeRuntimeModule';
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// Asset loader for ESEngine asset-system
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export { BehaviorTreeLoader, type IBehaviorTreeAsset } from './BehaviorTreeLoader';
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@@ -4,32 +4,44 @@
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* @zh AI 行为树系统,支持运行时执行和可视化编辑
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* @en AI Behavior Tree System with runtime execution and visual editor support
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*
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* @zh 此包是通用的行为树实现,可以与任何 ECS 框架配合使用。
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* 对于 ESEngine 集成,请从 '@esengine/behavior-tree/esengine' 导入插件。
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* @zh 此包是通用的行为树实现,可以与任何基于 @esengine/ecs-framework 的引擎集成
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* (Cocos Creator、LayaAir、Node.js 等)。
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*
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* @en This package is a generic behavior tree implementation that works with any ECS framework.
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* For ESEngine integration, import the plugin from '@esengine/behavior-tree/esengine'.
|
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* @en This package is a generic behavior tree implementation that works with any engine
|
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* based on @esengine/ecs-framework (Cocos Creator, LayaAir, Node.js, etc.).
|
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*
|
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* @example Cocos/Laya/通用 ECS 使用方式:
|
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* @example
|
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* ```typescript
|
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* import { Core, Scene } from '@esengine/ecs-framework';
|
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* import {
|
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* BehaviorTreeAssetManager,
|
||||
* BehaviorTreeExecutionSystem,
|
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* BehaviorTreeRuntimeComponent
|
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* BehaviorTreePlugin,
|
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* BehaviorTreeBuilder,
|
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* BehaviorTreeStarter
|
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* } from '@esengine/behavior-tree';
|
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*
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* // 1. Register service
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* Core.services.registerSingleton(BehaviorTreeAssetManager);
|
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* // 1. Initialize Core and install plugin
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* Core.create();
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* const plugin = new BehaviorTreePlugin();
|
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* await Core.installPlugin(plugin);
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*
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* // 2. Load behavior tree from JSON
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* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
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* assetManager.loadFromEditorJSON(jsonContent);
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* // 2. Create scene and setup behavior tree system
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* const scene = new Scene();
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* plugin.setupScene(scene);
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* Core.setScene(scene);
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*
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* // 3. Add component to entity
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* entity.addComponent(new BehaviorTreeRuntimeComponent());
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* // 3. Build behavior tree
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* const tree = BehaviorTreeBuilder.create('MyAI')
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* .selector('Root')
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||||
* .log('Hello!')
|
||||
* .end()
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||||
* .build();
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||||
*
|
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* // 4. Add system to scene
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* scene.addSystem(new BehaviorTreeExecutionSystem());
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* // 4. Start behavior tree on entity
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* const entity = scene.createEntity('AIEntity');
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* BehaviorTreeStarter.start(entity, tree);
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*
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* // 5. Run game loop
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* setInterval(() => Core.update(0.016), 16);
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||||
* ```
|
||||
*
|
||||
* @packageDocumentation
|
||||
@@ -65,3 +77,6 @@ export { BlackboardTypes } from './Blackboard/BlackboardTypes';
|
||||
|
||||
// Service tokens (using ecs-framework's createServiceToken, not engine-core)
|
||||
export { BehaviorTreeSystemToken } from './tokens';
|
||||
|
||||
// Plugin
|
||||
export { BehaviorTreePlugin } from './BehaviorTreePlugin';
|
||||
|
||||
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Block a user