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23 Commits

Author SHA1 Message Date
YHH
3c7c3c98af style(core): 统一代码风格并强化命名规范 2025-10-31 23:53:39 +08:00
YHH
be7b3afb4a style(core): 统一代码风格并强化命名规范 2025-10-31 18:33:31 +08:00
YHH
3e037f4ae0 style(core): 统一代码风格并强化命名规范 2025-10-31 18:29:53 +08:00
github-actions[bot]
6778ccace4 chore(editor): bump version to 1.0.5 (#201)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:42:41 +08:00
github-actions[bot]
1264232533 chore(behavior-tree): release v1.0.1 (#200)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-31 17:30:12 +08:00
YHH
61813e67b6 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
2025-10-31 17:27:38 +08:00
YHH
c58e3411fd feat(core): 启用 TypeScript 最严格的类型检查 (#199)
* feat(core):  启用 TypeScript 最严格的类型检查

* ci: 配置 Codecov 以适应类型安全改进

* fix(core): 修复 CodeQL 安全警告

* fix(core): eslint.config.mjs
2025-10-31 16:14:23 +08:00
LINGYE
011d795361 perf(core): 优化 Scene.systems getter 避免每帧重复排序 (#197) 2025-10-30 23:27:37 +08:00
YHH
3f40a04370 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 17:19:38 +08:00
YHH
fc042bb7d9 feat(editor): 添加插件多语言支持 2025-10-28 17:19:28 +08:00
github-actions[bot]
d051e52131 chore(core): release v2.2.11 (#195)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 14:12:56 +08:00
YHH
fb4316aeb9 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 14:08:47 +08:00
YHH
683203919f refactor(core): 使用fflate替换msgpack以兼容小游戏环境 2025-10-28 14:08:34 +08:00
github-actions[bot]
a0cddbcae6 chore(core): release v2.2.10 (#194)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-28 11:58:05 +08:00
YHH
4e81fc7eba fix(docs): 修复行为树文档中的死链接 2025-10-28 11:54:39 +08:00
YHH
b410e2de47 fix(core): 移除TextEncoder依赖以兼容小游戏环境 2025-10-28 11:51:57 +08:00
YHH
9868c746e1 Merge branch 'master' of https://github.com/esengine/ecs-framework 2025-10-28 11:45:48 +08:00
YHH
f0b4453a5f fix(behavior-tree): 修复插件节点执行问题并完善文档 2025-10-28 11:45:35 +08:00
github-actions[bot]
6b49471734 chore(editor-core): release v1.0.0 (#193)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
2025-10-27 15:10:06 +08:00
YHH
fe791e83a8 fix(ci): 添加--access public参数以支持发布公开scoped包 2025-10-27 15:08:00 +08:00
YHH
edbc9eb27f ci(editor-core): 添加npm发布流程支持 2025-10-27 15:04:31 +08:00
github-actions[bot]
2f63034d9a chore(editor): bump version to 1.0.4 (#192)
Co-authored-by: esengine <18465053+esengine@users.noreply.github.com>
Co-authored-by: YHH <359807859@qq.com>
2025-10-27 10:25:27 +08:00
YHH
dee0e0284a chore(behavior-tree): 移除CI测试脚本 2025-10-27 10:12:35 +08:00
239 changed files with 13383 additions and 9897 deletions

View File

@@ -25,10 +25,38 @@
"arrow-parens": ["error", "always"],
"no-multiple-empty-lines": ["error", { "max": 2, "maxEOF": 1 }],
"no-console": "off",
"@typescript-eslint/no-explicit-any": "off",
"@typescript-eslint/no-explicit-any": "error",
"@typescript-eslint/no-unsafe-assignment": "warn",
"@typescript-eslint/no-unsafe-member-access": "warn",
"@typescript-eslint/no-unsafe-call": "warn",
"@typescript-eslint/no-unsafe-return": "warn",
"@typescript-eslint/no-unsafe-argument": "warn",
"@typescript-eslint/no-unsafe-function-type": "error",
"@typescript-eslint/explicit-module-boundary-types": "off",
"@typescript-eslint/no-unused-vars": ["warn", { "argsIgnorePattern": "^_" }],
"@typescript-eslint/no-non-null-assertion": "off"
"@typescript-eslint/no-non-null-assertion": "off",
"@typescript-eslint/no-unnecessary-type-assertion": "error",
"@typescript-eslint/naming-convention": [
"error",
{
"selector": "memberLike",
"modifiers": ["private"],
"format": ["camelCase"],
"leadingUnderscore": "require"
},
{
"selector": "memberLike",
"modifiers": ["public"],
"format": ["camelCase"],
"leadingUnderscore": "forbid"
},
{
"selector": "memberLike",
"modifiers": ["protected"],
"format": ["camelCase"],
"leadingUnderscore": "require"
}
]
},
"ignorePatterns": [
"node_modules/",

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@@ -37,6 +37,12 @@ jobs:
- name: Install dependencies
run: npm ci
- name: Type check
run: npm run type-check
- name: Lint check
run: npm run lint
- name: Build core package first
run: npm run build:core

View File

@@ -10,6 +10,7 @@ on:
options:
- core
- behavior-tree
- editor-core
version_type:
description: '版本更新类型'
required: true
@@ -51,7 +52,7 @@ jobs:
run: npm ci
- name: Build core package (if needed)
if: ${{ github.event.inputs.package == 'behavior-tree' }}
if: ${{ github.event.inputs.package == 'behavior-tree' || github.event.inputs.package == 'editor-core' }}
run: |
cd packages/core
npm run build
@@ -84,7 +85,7 @@ jobs:
NODE_AUTH_TOKEN: ${{ secrets.NPM_TOKEN }}
run: |
cd packages/${{ github.event.inputs.package }}/dist
npm publish
npm publish --access public
- name: Create Pull Request
uses: peter-evans/create-pull-request@v6

53
codecov.yml Normal file
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@@ -0,0 +1,53 @@
# Codecov 配置文件
# https://docs.codecov.com/docs/codecov-yaml
coverage:
status:
# 项目整体覆盖率要求
project:
default:
target: auto
threshold: 1%
base: auto
# 补丁覆盖率要求(针对 PR 中的新代码)
patch:
default:
target: 50% # 降低补丁覆盖率要求到 50%
threshold: 5%
base: auto
# 精确度设置
precision: 2
round: down
range: "70...100"
# 注释设置
comment:
layout: "reach,diff,flags,tree,files"
behavior: default
require_changes: false
require_base: false
require_head: true
# 忽略的文件/目录
ignore:
- "tests/**/*"
- "**/*.test.ts"
- "**/*.spec.ts"
- "**/test/**/*"
- "**/tests/**/*"
- "bin/**/*"
- "dist/**/*"
- "node_modules/**/*"
# 标志组
flags:
core:
paths:
- packages/core/src/
carryforward: true
# GitHub Checks 配置
github_checks:
annotations: true

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@@ -82,6 +82,21 @@ export default defineConfig({
{ text: 'WorldManager', link: '/guide/world-manager' }
]
},
{
text: '行为树系统 (Behavior Tree)',
link: '/guide/behavior-tree/',
items: [
{ text: '快速开始', link: '/guide/behavior-tree/getting-started' },
{ text: '核心概念', link: '/guide/behavior-tree/core-concepts' },
{ text: '编辑器指南', link: '/guide/behavior-tree/editor-guide' },
{ text: '编辑器工作流', link: '/guide/behavior-tree/editor-workflow' },
{ text: '自定义动作组件', link: '/guide/behavior-tree/custom-actions' },
{ text: 'Cocos Creator集成', link: '/guide/behavior-tree/cocos-integration' },
{ text: 'Laya引擎集成', link: '/guide/behavior-tree/laya-integration' },
{ text: '高级用法', link: '/guide/behavior-tree/advanced-usage' },
{ text: '最佳实践', link: '/guide/behavior-tree/best-practices' }
]
},
{ text: '序列化系统 (Serialization)', link: '/guide/serialization' },
{ text: '事件系统 (Event)', link: '/guide/event-system' },
{ text: '时间和定时器 (Time)', link: '/guide/time-and-timers' },

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@@ -0,0 +1,392 @@
# 高级用法
本文介绍行为树系统的高级功能和使用技巧。
## 全局黑板
全局黑板在所有行为树实例之间共享数据。
### 使用全局黑板
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
// 获取全局黑板服务
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('playerCount', 4);
globalBlackboard.setValue('difficulty', 'hard');
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
const playerCount = globalBlackboard.getValue<number>('playerCount');
```
### 在自定义执行器中访问全局黑板
```typescript
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '@esengine/behavior-tree';
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 性能优化
### 1. 降低更新频率
对于不需要每帧更新的AI,可以使用冷却装饰器:
```typescript
// 每0.1秒执行一次
const ai = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.1, 'ThrottleRoot')
.selector('MainLogic')
// AI逻辑...
.end()
.end()
.build();
```
### 2. 条件缓存
在自定义执行器中缓存昂贵的条件检查结果:
```typescript
export class CachedCheck implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastCheckTime || 0;
// 如果缓存未过期(1秒内),直接使用缓存结果
if (totalTime - cacheTime < 1.0) {
return state.cachedResult || TaskStatus.Failure;
}
// 执行昂贵的检查
const result = performExpensiveCheck();
const status = result ? TaskStatus.Success : TaskStatus.Failure;
// 缓存结果
state.cachedResult = status;
state.lastCheckTime = totalTime;
return status;
}
reset(context: NodeExecutionContext): void {
context.state.cachedResult = undefined;
context.state.lastCheckTime = undefined;
}
}
```
### 3. 分帧执行
将大量计算分散到多帧:
```typescript
export class ProcessLargeDataset implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime } = context;
const data = runtime.getBlackboardValue<any[]>('dataset') || [];
let processedIndex = state.processedIndex || 0;
const batchSize = 100; // 每帧处理100个
const endIndex = Math.min(processedIndex + batchSize, data.length);
for (let i = processedIndex; i < endIndex; i++) {
processItem(data[i]);
}
state.processedIndex = endIndex;
if (endIndex >= data.length) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
context.state.processedIndex = 0;
}
}
```
## 调试技巧
### 1. 使用日志节点
在关键位置添加日志:
```typescript
const tree = BehaviorTreeBuilder.create('Debug')
.log('开始战斗序列', 'StartCombat')
.sequence('Combat')
.log('检查生命值', 'CheckHealth')
.blackboardCompare('health', 0, 'greater')
.log('执行攻击', 'Attack')
.end()
.build();
```
### 2. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 输出所有黑板变量
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
// 输出活动节点
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
export class DebugAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
console.log(`[${nodeData.name}] 开始执行`);
console.log('配置:', nodeData.config);
console.log('状态:', state);
console.log('黑板:', runtime.getAllBlackboardVariables());
// 执行逻辑...
return TaskStatus.Success;
}
}
```
### 4. 性能分析
测量节点执行时间:
```typescript
export class ProfiledAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const startTime = performance.now();
// 执行操作
doSomething();
const elapsed = performance.now() - startTime;
console.log(`[${context.nodeData.name}] 耗时: ${elapsed.toFixed(2)}ms`);
return TaskStatus.Success;
}
}
```
## 常见模式
### 1. 状态机模式
使用行为树实现状态机:
```typescript
const fsm = BehaviorTreeBuilder.create('StateMachine')
.defineBlackboardVariable('currentState', 'idle')
.selector('StateSwitch')
// Idle状态
.sequence('IdleState')
.blackboardCompare('currentState', 'idle', 'equals')
.log('执行Idle行为', 'IdleBehavior')
.end()
// Move状态
.sequence('MoveState')
.blackboardCompare('currentState', 'move', 'equals')
.log('执行Move行为', 'MoveBehavior')
.end()
// Attack状态
.sequence('AttackState')
.blackboardCompare('currentState', 'attack', 'equals')
.log('执行Attack行为', 'AttackBehavior')
.end()
.end()
.build();
```
状态转换通过修改黑板变量实现:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('currentState', 'move');
```
### 2. 优先级队列模式
按优先级执行任务:
```typescript
const tree = BehaviorTreeBuilder.create('PriorityQueue')
.selector('Priorities')
// 最高优先级:生存
.sequence('Survive')
.blackboardCompare('health', 20, 'less')
.log('治疗', 'Heal')
.end()
// 中优先级:战斗
.sequence('Combat')
.blackboardExists('nearbyEnemy')
.log('战斗', 'Fight')
.end()
// 低优先级:收集资源
.sequence('Gather')
.log('收集资源', 'CollectResources')
.end()
.end()
.build();
```
### 3. 并行任务模式
同时执行多个任务:
```typescript
const tree = BehaviorTreeBuilder.create('ParallelTasks')
.parallel('Effects', { successPolicy: 'all' })
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnParticles')
.end()
.build();
```
### 4. 重试模式
失败时重试:
```typescript
// 使用自定义重试装饰器(参见custom-actions.md中的RetryDecorator示例)
// 或者使用UntilSuccess装饰器
const tree = BehaviorTreeBuilder.create('Retry')
.untilSuccess('RetryUntilSuccess')
.log('尝试操作', 'TryOperation')
.end()
.build();
```
### 5. 超时模式
限制任务执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('Timeout')
.timeout(5.0, 'TimeLimit')
.log('长时间运行的任务', 'LongTask')
.end()
.build();
```
## 与游戏引擎集成
### Cocos Creator集成
参见[Cocos Creator集成指南](./cocos-integration.md)
### LayaAir集成
参见[LayaAir集成指南](./laya-integration.md)
## 最佳实践
### 1. 合理使用黑板
```typescript
// 好的做法:使用类型化的黑板访问
const health = runtime.getBlackboardValue<number>('health');
// 好的做法:定义所有黑板变量
const tree = BehaviorTreeBuilder.create('AI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
```
### 2. 避免过深的树结构
```typescript
// 不好:嵌套过深
.selector()
.sequence()
.selector()
.sequence()
.selector()
// 太深了!
.end()
.end()
.end()
.end()
.end()
// 好:使用合理的深度
.selector()
.sequence()
.log('Action1')
.log('Action2')
.end()
.sequence()
.log('Action3')
.log('Action4')
.end()
.end()
```
### 3. 使用有意义的节点名称
```typescript
// 好的做法
.selector('CombatDecision')
.sequence('AttackEnemy')
.blackboardExists('target', 'HasTarget')
.log('执行攻击', 'Attack')
.end()
.end()
// 不好的做法
.selector('Node1')
.sequence('Node2')
.blackboardExists('target', 'Node3')
.log('Attack', 'Node4')
.end()
.end()
```
### 4. 模块化设计
将复杂逻辑分解为多个独立的行为树,在需要时组合使用。
### 5. 性能考虑
- 避免在每帧执行昂贵的操作
- 使用冷却装饰器控制执行频率
- 缓存计算结果
- 合理使用并行节点
## 下一步
- 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
- 阅读[最佳实践](./best-practices.md)了解行为树设计技巧
- 参考[编辑器使用指南](./editor-guide.md)学习可视化编辑

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@@ -0,0 +1,506 @@
# 资产管理
本文介绍如何加载、管理和复用行为树资产。
## 为什么需要资产管理?
在实际游戏开发中,你可能会遇到以下场景:
1. **多个实体共享同一个行为树** - 100个敌人使用同一套AI逻辑
2. **动态加载行为树** - 从JSON文件加载行为树配置
3. **子树复用** - 将常用的行为片段(如"巡逻"、"追击")做成独立的子树
4. **运行时切换行为树** - 敌人在不同阶段使用不同的行为树
## BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 服务来统一管理行为树资产。
### 核心概念
- **BehaviorTreeData行为树数据**:行为树的定义,可以被多个实体共享
- **BehaviorTreeRuntimeComponent运行时组件**:每个实体独立的运行时状态
- **AssetManager资产管理器**:统一管理所有 BehaviorTreeData
### 基本使用
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 1. 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建并注册行为树资产
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 3. 为多个实体使用同一份资产
const enemy1 = scene.createEntity('Enemy1');
const enemy2 = scene.createEntity('Enemy2');
const enemy3 = scene.createEntity('Enemy3');
// 获取共享的资产
const sharedTree = assetManager.getAsset('EnemyAI');
if (sharedTree) {
BehaviorTreeStarter.start(enemy1, sharedTree);
BehaviorTreeStarter.start(enemy2, sharedTree);
BehaviorTreeStarter.start(enemy3, sharedTree);
}
```
### 资产管理器 API
```typescript
// 加载资产
assetManager.loadAsset(treeData);
// 获取资产
const tree = assetManager.getAsset('TreeID');
// 检查资产是否存在
if (assetManager.hasAsset('TreeID')) {
// ...
}
// 卸载资产
assetManager.unloadAsset('TreeID');
// 获取所有资产ID
const allIds = assetManager.getAllAssetIds();
// 清空所有资产
assetManager.clearAll();
```
## 从文件加载行为树
### JSON 格式
行为树可以导出为 JSON 格式:
```json
{
"version": "1.0.0",
"metadata": {
"name": "EnemyAI",
"description": "敌人AI行为树"
},
"rootNodeId": "root-1",
"nodes": [
{
"id": "root-1",
"name": "RootSelector",
"nodeType": "Composite",
"data": {
"compositeType": "Selector"
},
"children": ["combat-1", "patrol-1"]
},
{
"id": "combat-1",
"name": "Combat",
"nodeType": "Action",
"data": {
"actionType": "LogAction",
"message": "攻击敌人"
},
"children": []
}
],
"blackboard": [
{
"name": "health",
"type": "number",
"defaultValue": 100
}
]
}
```
### 加载 JSON 文件
```typescript
import {
BehaviorTreeAssetSerializer,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
async function loadTreeFromFile(filePath: string) {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 1. 读取文件内容
const jsonContent = await fetch(filePath).then(res => res.text());
// 2. 反序列化
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
// 3. 加载到资产管理器
assetManager.loadAsset(treeData);
return treeData;
}
// 使用
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
BehaviorTreeStarter.start(entity, tree);
```
## 子树SubTree
子树允许你将常用的行为片段做成独立的树,然后在其他树中引用。
### 为什么使用子树?
1. **代码复用** - 避免重复定义相同的行为
2. **模块化** - 将复杂的行为树拆分成小的可管理单元
3. **团队协作** - 不同成员可以独立开发不同的子树
### 创建子树
```typescript
// 1. 创建巡逻子树
const patrolTree = BehaviorTreeBuilder.create('PatrolBehavior')
.sequence('Patrol')
.log('选择巡逻点', 'PickWaypoint')
.log('移动到巡逻点', 'MoveToWaypoint')
.wait(2.0, 'WaitAtWaypoint')
.end()
.build();
// 2. 创建追击子树
const chaseTree = BehaviorTreeBuilder.create('ChaseBehavior')
.sequence('Chase')
.log('锁定目标', 'LockTarget')
.log('追击目标', 'ChaseTarget')
.end()
.build();
// 3. 注册子树到资产管理器
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(chaseTree);
```
### 使用子树
```typescript
// 在主行为树中使用子树
const mainTree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('hasTarget', false)
.selector('MainBehavior')
// 条件:发现目标时执行追击子树
.sequence('CombatBranch')
.blackboardExists('hasTarget')
.subTree('ChaseBehavior', { shareBlackboard: true })
.end()
// 默认:执行巡逻子树
.subTree('PatrolBehavior', { shareBlackboard: true })
.end()
.build();
assetManager.loadAsset(mainTree);
// 启动主行为树
const enemy = scene.createEntity('Enemy');
BehaviorTreeStarter.start(enemy, mainTree);
```
### SubTree 配置选项
```typescript
.subTree('SubTreeID', {
shareBlackboard: true, // 是否共享黑板默认true
})
```
- **shareBlackboard: true** - 子树和父树共享黑板变量
- **shareBlackboard: false** - 子树使用独立的黑板
## 资源预加载
在游戏启动时预加载所有行为树资产:
```typescript
class BehaviorTreePreloader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
async preloadAll() {
// 定义所有行为树文件
const treeFiles = [
'/assets/ai/enemy-ai.btree.json',
'/assets/ai/boss-ai.btree.json',
'/assets/ai/patrol.btree.json',
'/assets/ai/chase.btree.json'
];
// 并行加载所有文件
const loadPromises = treeFiles.map(file => this.loadTree(file));
await Promise.all(loadPromises);
console.log(`已加载 ${this.assetManager.getAssetCount()} 个行为树资产`);
}
private async loadTree(filePath: string) {
const jsonContent = await fetch(filePath).then(res => res.text());
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonContent);
this.assetManager.loadAsset(treeData);
}
}
// 游戏启动时调用
const preloader = new BehaviorTreePreloader();
await preloader.preloadAll();
```
## 运行时切换行为树
敌人在不同阶段使用不同的行为树:
```typescript
class EnemyAI {
private entity: Entity;
private assetManager: BehaviorTreeAssetManager;
constructor(entity: Entity) {
this.entity = entity;
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
// 切换到巡逻AI
switchToPatrol() {
const tree = this.assetManager.getAsset('PatrolAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到战斗AI
switchToCombat() {
const tree = this.assetManager.getAsset('CombatAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
// 切换到狂暴模式
switchToBerserk() {
const tree = this.assetManager.getAsset('BerserkAI');
if (tree) {
BehaviorTreeStarter.stop(this.entity);
BehaviorTreeStarter.start(this.entity, tree);
}
}
}
// 使用
const enemyAI = new EnemyAI(enemyEntity);
// Boss血量低于30%时进入狂暴
const runtime = enemyEntity.getComponent(BehaviorTreeRuntimeComponent);
const health = runtime?.getBlackboardValue<number>('health');
if (health && health < 30) {
enemyAI.switchToBerserk();
}
```
## 内存优化
### 1. 共享行为树数据
```typescript
// 好的做法100个敌人共享1份BehaviorTreeData
const sharedTree = assetManager.getAsset('EnemyAI');
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
BehaviorTreeStarter.start(enemy, sharedTree!); // 共享数据
}
// 不好的做法每个敌人创建独立的BehaviorTreeData
for (let i = 0; i < 100; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = BehaviorTreeBuilder.create('EnemyAI') // 重复创建
// ... 节点定义
.build();
BehaviorTreeStarter.start(enemy, tree);
}
```
### 2. 及时卸载不用的资产
```typescript
// 关卡结束时卸载该关卡的AI
function onLevelEnd() {
assetManager.unloadAsset('Level1BossAI');
assetManager.unloadAsset('Level1EnemyAI');
}
// 加载新关卡的AI
function onLevelStart() {
const boss2AI = await loadTreeFromFile('/assets/level2-boss.btree.json');
assetManager.loadAsset(boss2AI);
}
```
## 完整示例:多敌人类型的游戏
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
async function setupGame() {
// 1. 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 2. 创建共享的子树
const patrolTree = BehaviorTreeBuilder.create('Patrol')
.sequence('PatrolLoop')
.log('巡逻')
.wait(1.0)
.end()
.build();
const combatTree = BehaviorTreeBuilder.create('Combat')
.sequence('CombatLoop')
.log('战斗')
.end()
.build();
assetManager.loadAsset(patrolTree);
assetManager.loadAsset(combatTree);
// 3. 创建不同类型敌人的AI
const meleeEnemyAI = BehaviorTreeBuilder.create('MeleeEnemyAI')
.selector('MeleeBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('近战攻击')
.end()
.subTree('Patrol')
.end()
.build();
const rangedEnemyAI = BehaviorTreeBuilder.create('RangedEnemyAI')
.selector('RangedBehavior')
.sequence('Attack')
.blackboardExists('target')
.log('远程攻击')
.end()
.subTree('Patrol')
.end()
.build();
assetManager.loadAsset(meleeEnemyAI);
assetManager.loadAsset(rangedEnemyAI);
// 4. 创建多个敌人实体
// 10个近战敌人共享同一份AI
const meleeAI = assetManager.getAsset('MeleeEnemyAI')!;
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`MeleeEnemy${i}`);
BehaviorTreeStarter.start(enemy, meleeAI);
}
// 5个远程敌人共享同一份AI
const rangedAI = assetManager.getAsset('RangedEnemyAI')!;
for (let i = 0; i < 5; i++) {
const enemy = scene.createEntity(`RangedEnemy${i}`);
BehaviorTreeStarter.start(enemy, rangedAI);
}
console.log(`已创建 15 个敌人,使用 ${assetManager.getAssetCount()} 个行为树资产`);
// 5. 游戏循环
setInterval(() => {
Core.update(0.016);
}, 16);
}
setupGame();
```
## 常见问题
### 如何检查资产是否已加载?
```typescript
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
if (!assetManager.hasAsset('EnemyAI')) {
// 加载资产
const tree = await loadTreeFromFile('/assets/enemy-ai.btree.json');
assetManager.loadAsset(tree);
}
```
### 子树找不到怎么办?
确保子树已经加载到资产管理器中:
```typescript
// 1. 先加载子树
const subTree = BehaviorTreeBuilder.create('SubTreeID')
// ...
.build();
assetManager.loadAsset(subTree);
// 2. 再加载使用子树的主树
const mainTree = BehaviorTreeBuilder.create('MainTree')
.subTree('SubTreeID')
.build();
```
### 如何导出行为树为 JSON
```typescript
import { BehaviorTreeAssetSerializer } from '@esengine/behavior-tree';
const tree = BehaviorTreeBuilder.create('MyTree')
// ... 节点定义
.build();
// 序列化为JSON字符串
const json = BehaviorTreeAssetSerializer.serialize(tree);
// 保存到文件或发送到服务器
console.log(json);
```
## 下一步
- 学习[Cocos Creator 集成](./cocos-integration.md)了解如何在游戏引擎中加载资源
- 查看[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的行为树设计

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

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# Cocos Creator 集成
本教程将引导你在 Cocos Creator 项目中集成和使用行为树系统。
## 前置要求
- Cocos Creator 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
### 步骤1安装依赖
在你的 Cocos Creator 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### 步骤2配置 tsconfig.json
确保 `tsconfig.json` 中包含以下配置:
```json
{
"compilerOptions": {
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"moduleResolution": "node"
}
}
```
## 项目结构
建议的项目结构:
```
assets/
├── scripts/
│ ├── ai/
│ │ ├── EnemyAIComponent.ts # AI 组件
│ │ └── PlayerDetector.ts # 检测器
│ ├── systems/
│ │ └── BehaviorTreeSystem.ts # 行为树系统
│ └── Main.ts # 主入口
├── resources/
│ └── behaviors/
│ ├── enemy-ai.btree.json # 行为树资产
│ └── patrol.btree.json # 子树资产
└── types/
└── enemy-ai.ts # 类型定义
```
## 初始化 ECS 和行为树
### 创建主入口组件
创建 `assets/scripts/Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建并设置场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
console.log('ECS 和行为树系统初始化完成');
}
update(deltaTime: number) {
// 更新 ECS会自动更新场景
Core.update(deltaTime);
}
onDestroy() {
// 清理资源
Core.destroy();
}
}
```
### 添加组件到场景
1. 在场景中创建一个空节点(命名为 `GameManager`
2. 添加 `Main` 组件到该节点
## 创建 AI 组件
创建 `assets/scripts/ai/EnemyAIComponent.ts`
```typescript
import { _decorator, Component, Node } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
private aiEntity: Entity | null = null;
async start() {
// 创建行为树
await this.createBehaviorTree();
}
private async createBehaviorTree() {
try {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('cocosNode', this.node)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('playerNode', null)
.defineBlackboardVariable('detectionRange', 10)
.defineBlackboardVariable('attackRange', 2)
.selector('MainBehavior')
.sequence('Combat')
.blackboardExists('playerNode')
.blackboardCompare('health', 30, 'greater')
.log('攻击玩家', 'AttackPlayer')
.end()
.sequence('Flee')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('逃跑', 'RunAway')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
console.log('敌人 AI 已启动');
} catch (error) {
console.error('初始化行为树失败:', error);
}
}
onDestroy() {
// 停止 AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与 Cocos 节点交互
### 创建自定义执行器
要实现与Cocos节点的交互需要创建自定义执行器
```typescript
import {
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Animation } from 'cc';
@NodeExecutorMetadata({
implementationType: 'PlayAnimation',
nodeType: NodeType.Action,
displayName: '播放动画',
description: '播放Cocos节点上的动画',
category: 'Cocos',
configSchema: {
animationName: {
type: 'string',
default: 'attack'
}
}
})
export class PlayAnimationAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const cocosNode = context.runtime.getBlackboardValue('cocosNode');
const animationName = context.nodeData.config.animationName;
if (!cocosNode) {
return TaskStatus.Failure;
}
const animation = cocosNode.getComponent(Animation);
if (animation) {
animation.play(animationName);
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}
```
## 完整示例:敌人 AI
### 行为树设计
使用编辑器创建 `enemy-ai.btree.json`
```
RootSelector
├── CombatSequence
│ ├── CheckPlayerInRange (Condition)
│ ├── CheckHealthGood (Condition)
│ └── AttackPlayer (Action)
├── FleeSequence
│ ├── CheckHealthLow (Condition)
│ └── RunAway (Action)
└── PatrolSequence
├── PickWaypoint (Action)
├── MoveToWaypoint (Action)
└── Wait (Action)
```
### 黑板变量
定义以下黑板变量:
- `cocosNode`Node - Cocos 节点引用
- `health`Number - 生命值
- `playerNode`Object - 玩家节点引用
- `detectionRange`Number - 检测范围
- `attackRange`Number - 攻击范围
- `currentWaypoint`Number - 当前路点索引
### 实现检测系统
创建 `assets/scripts/ai/PlayerDetector.ts`
```typescript
import { _decorator, Component, Node, Vec3 } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('PlayerDetector')
export class PlayerDetector extends Component {
@property(Node)
player: Node = null;
@property
detectionRange: number = 10;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
// 假设AI组件在同一节点上
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update(deltaTime: number) {
if (!this.runtime || !this.player) {
return;
}
// 计算距离
const distance = Vec3.distance(this.node.position, this.player.position);
// 更新黑板
this.runtime.setBlackboardValue('playerNode', this.player);
this.runtime.setBlackboardValue('playerInRange', distance <= this.detectionRange);
this.runtime.setBlackboardValue('distanceToPlayer', distance);
}
}
```
## 资源管理
### 使用 BehaviorTreeAssetManager
框架提供了 `BehaviorTreeAssetManager` 来统一管理行为树资产,避免重复创建:
```typescript
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeBuilder,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
// 获取资产管理器(插件已自动注册)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 创建并注册行为树(只创建一次)
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.selector('MainBehavior')
.log('攻击')
.end()
.build();
assetManager.loadAsset(enemyAI);
// 为多个敌人实体使用同一份资产
for (let i = 0; i < 10; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const tree = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, tree); // 10个敌人共享1份数据
}
```
### 从 Cocos Creator 资源加载
#### 1. 将行为树 JSON 放入 resources 目录
```
assets/
└── resources/
└── behaviors/
├── enemy-ai.btree.json
└── boss-ai.btree.json
```
#### 2. 创建资源加载器
创建 `assets/scripts/BehaviorTreeLoader.ts`
```typescript
import { resources, JsonAsset } from 'cc';
import { Core } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeAssetSerializer,
BehaviorTreeData
} from '@esengine/behavior-tree';
export class BehaviorTreeLoader {
private assetManager: BehaviorTreeAssetManager;
constructor() {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
/**
* 从 resources 目录加载行为树
* @param path 相对于 resources 的路径,不带扩展名
* @example await loader.load('behaviors/enemy-ai')
*/
async load(path: string): Promise<BehaviorTreeData | null> {
return new Promise((resolve, reject) => {
resources.load(path, JsonAsset, (err, jsonAsset) => {
if (err) {
console.error(`加载行为树失败: ${path}`, err);
reject(err);
return;
}
try {
// 反序列化 JSON 为 BehaviorTreeData
const jsonStr = JSON.stringify(jsonAsset.json);
const treeData = BehaviorTreeAssetSerializer.deserialize(jsonStr);
// 加载到资产管理器
this.assetManager.loadAsset(treeData);
console.log(`行为树已加载: ${treeData.name}`);
resolve(treeData);
} catch (error) {
console.error(`解析行为树失败: ${path}`, error);
reject(error);
}
});
});
}
/**
* 预加载所有行为树
*/
async preloadAll(paths: string[]): Promise<void> {
const promises = paths.map(path => this.load(path));
await Promise.all(promises);
console.log(`已预加载 ${paths.length} 个行为树`);
}
}
```
#### 3. 在游戏启动时预加载
修改 `Main.ts`
```typescript
import { _decorator, Component } from 'cc';
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
import { BehaviorTreeLoader } from './BehaviorTreeLoader';
const { ccclass } = _decorator;
@ccclass('Main')
export class Main extends Component {
private loader: BehaviorTreeLoader | null = null;
async onLoad() {
// 初始化 ECS Core
Core.create();
// 安装行为树插件
const behaviorTreePlugin = new BehaviorTreePlugin();
await Core.installPlugin(behaviorTreePlugin);
// 创建场景
const scene = new Scene();
behaviorTreePlugin.setupScene(scene);
Core.setScene(scene);
// 创建加载器并预加载所有行为树
this.loader = new BehaviorTreeLoader();
await this.loader.preloadAll([
'behaviors/enemy-ai',
'behaviors/boss-ai',
'behaviors/patrol', // 子树
'behaviors/chase' // 子树
]);
console.log('游戏初始化完成');
}
update(deltaTime: number) {
Core.update(deltaTime);
}
onDestroy() {
Core.destroy();
}
}
```
#### 4. 在敌人组件中使用
```typescript
import { _decorator, Component } from 'cc';
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeAssetManager,
BehaviorTreeStarter
} from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('EnemyAIComponent')
export class EnemyAIComponent extends Component {
@property
aiType: string = 'enemy-ai'; // 在编辑器中配置使用哪个AI
private aiEntity: Entity | null = null;
start() {
const scene = Core.scene;
if (!scene) return;
// 从资产管理器获取已加载的行为树
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const tree = assetManager.getAsset(this.aiType);
if (tree) {
this.aiEntity = scene.createEntity(`AI_${this.node.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 设置黑板变量
const runtime = this.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('cocosNode', this.node);
} else {
console.error(`找不到行为树资产: ${this.aiType}`);
}
}
onDestroy() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 调试
### 可视化调试信息
创建调试组件显示 AI 状态:
```typescript
import { _decorator, Component, Label } from 'cc';
import { BehaviorTreeRuntimeComponent } from '@esengine/behavior-tree';
const { ccclass, property } = _decorator;
@ccclass('AIDebugger')
export class AIDebugger extends Component {
@property(Label)
debugLabel: Label = null;
private runtime: BehaviorTreeRuntimeComponent | null = null;
start() {
const aiComponent = this.node.getComponent('EnemyAIComponent') as any;
if (aiComponent && aiComponent.aiEntity) {
this.runtime = aiComponent.aiEntity.getComponent(BehaviorTreeRuntimeComponent);
}
}
update() {
if (!this.runtime || !this.debugLabel) {
return;
}
const health = this.runtime.getBlackboardValue('health');
const playerNode = this.runtime.getBlackboardValue('playerNode');
this.debugLabel.string = `Health: ${health}\nHas Target: ${playerNode ? 'Yes' : 'No'}`;
}
}
```
## 性能优化
### 1. 限制行为树数量
合理控制同时运行的行为树数量:
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
// 移除最远的AI
const furthest = this.findFurthestAI();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
this.activeAIs = this.activeAIs.filter(e => e !== furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
removeAI(entity: Entity) {
BehaviorTreeStarter.stop(entity);
this.activeAIs = this.activeAIs.filter(e => e !== entity);
}
private findFurthestAI(): Entity | null {
// 根据距离找到最远的AI
// 实现细节略
return this.activeAIs[0];
}
}
```
### 2. 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 3. 缓存计算结果
在自定义执行器中缓存昂贵的计算:
```typescript
export class CachedFindTarget implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, runtime, totalTime } = context;
const cacheTime = state.lastFindTime || 0;
if (totalTime - cacheTime < 1.0) {
const cached = runtime.getBlackboardValue('target');
return cached ? TaskStatus.Success : TaskStatus.Failure;
}
const target = findNearestTarget();
runtime.setBlackboardValue('target', target);
state.lastFindTime = totalTime;
return target ? TaskStatus.Success : TaskStatus.Failure;
}
}
```
## 多平台注意事项
### 性能考虑
不同平台的性能差异:
- **Web平台**: 受浏览器性能限制建议减少同时运行的AI数量
- **原生平台**: 性能较好可以运行更多AI
- **小游戏平台**: 内存受限,注意控制行为树数量和复杂度
### 平台适配
```typescript
import { sys } from 'cc';
// 根据平台调整AI数量
const maxAIs = sys.isNative ? 50 : (sys.isBrowser ? 20 : 30);
// 根据平台调整更新频率
const updateInterval = sys.isNative ? 0.016 : 0.05;
```
## 常见问题
### 行为树无法加载?
检查:
1. 资源路径是否正确(相对于 `resources` 目录)
2. 文件是否已添加到项目中
3. 检查控制台错误信息
### AI 不执行?
确保:
1. `Main` 组件的 `update` 方法被调用
2. `Scene.update()` 在每帧被调用
3. 行为树已通过 `BehaviorTreeStarter.start()` 启动
### 黑板变量不更新?
检查:
1. 变量名拼写是否正确
2. 是否在正确的时机更新变量
3. 使用 `BehaviorTreeRuntimeComponent.getBlackboardValue()``setBlackboardValue()` 方法
## 下一步
- 查看[资产管理](./asset-management.md)了解如何加载和管理行为树资产、使用子树
- 学习[高级用法](./advanced-usage.md)了解性能优化和调试技巧
- 阅读[最佳实践](./best-practices.md)优化你的 AI
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为

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# 核心概念
本文介绍行为树系统的核心概念和工作原理。
## 什么是行为树?
行为树(Behavior Tree)是一种用于控制AI和自动化系统的决策结构。它通过树状层次结构组织任务,从根节点开始逐层执行,直到找到合适的行为。
### 与状态机的对比
传统状态机:
- 基于状态和转换
- 状态之间的转换复杂
- 难以扩展和维护
- 不便于复用
行为树:
- 基于任务和层次结构
- 模块化、易于复用
- 可视化编辑
- 灵活的决策逻辑
## 树结构
行为树由节点组成,形成树状结构:
```
Root (根节点)
├── Selector (选择器)
│ ├── Sequence (序列)
│ │ ├── Condition (条件)
│ │ └── Action (动作)
│ └── Action (动作)
└── Sequence (序列)
├── Action (动作)
└── Wait (等待)
```
每个节点都有:
- 父节点(除了根节点)
- 零个或多个子节点
- 执行状态
- 返回结果
## 节点类型
### 复合节点(Composite)
复合节点有多个子节点,按特定规则执行它们。
#### Selector(选择器)
按顺序尝试执行子节点,直到某个子节点成功。
```typescript
const tree = BehaviorTreeBuilder.create('FindFood')
.selector('FindFoodSelector')
.log('尝试吃附近的食物', 'EatNearby')
.log('搜索食物', 'SearchFood')
.log('放弃', 'GiveUp')
.end()
.build();
```
执行逻辑:
1. 尝试第一个子节点
2. 如果返回Success,选择器成功
3. 如果返回Failure,尝试下一个子节点
4. 如果返回Running,选择器返回Running
5. 所有子节点都失败时,选择器失败
#### Sequence(序列)
按顺序执行所有子节点,直到某个子节点失败。
```typescript
const tree = BehaviorTreeBuilder.create('Attack')
.sequence('AttackSequence')
.blackboardExists('target') // 检查是否有目标
.log('瞄准', 'Aim')
.log('开火', 'Fire')
.end()
.build();
```
执行逻辑:
1. 依次执行子节点
2. 如果子节点返回Failure,序列失败
3. 如果子节点返回Running,序列返回Running
4. 如果子节点返回Success,继续下一个子节点
5. 所有子节点都成功时,序列成功
#### Parallel(并行)
同时执行多个子节点。
```typescript
const tree = BehaviorTreeBuilder.create('PlayEffects')
.parallel('Effects', {
successPolicy: 'all', // 所有任务都要成功
failurePolicy: 'one' // 任一失败则失败
})
.log('播放动画', 'PlayAnimation')
.log('播放音效', 'PlaySound')
.log('生成粒子', 'SpawnEffect')
.end()
.build();
```
策略类型:
- `successPolicy: 'all'`: 所有子节点都成功才成功
- `successPolicy: 'one'`: 任意一个子节点成功就成功
- `failurePolicy: 'all'`: 所有子节点都失败才失败
- `failurePolicy: 'one'`: 任意一个子节点失败就失败
### 装饰器节点(Decorator)
装饰器节点只有一个子节点,用于修改子节点的行为或结果。
#### Inverter(反转)
反转子节点的结果:
```typescript
const tree = BehaviorTreeBuilder.create('CheckSafe')
.inverter('NotHasEnemy')
.blackboardExists('enemy')
.end()
.build();
```
#### Repeater(重复)
重复执行子节点:
```typescript
const tree = BehaviorTreeBuilder.create('Jump3Times')
.repeater(3, 'RepeatJump')
.log('跳跃', 'Jump')
.end()
.build();
```
#### Cooldown(冷却)
限制子节点的执行频率:
```typescript
const tree = BehaviorTreeBuilder.create('UseSkill')
.cooldown(5.0, 'SkillCooldown')
.log('使用特殊技能', 'UseSpecialAbility')
.end()
.build();
```
#### Timeout(超时)
限制子节点的执行时间:
```typescript
const tree = BehaviorTreeBuilder.create('TimedTask')
.timeout(10.0, 'TaskTimeout')
.log('长时间运行的任务', 'ComplexTask')
.end()
.build();
```
### 叶节点(Leaf)
叶节点没有子节点,执行具体的任务。
#### Action(动作)
执行具体操作。内置动作节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Actions')
.sequence()
.wait(2.0) // 等待2秒
.log('Hello', 'LogAction') // 输出日志
.setBlackboardValue('score', 100) // 设置黑板值
.modifyBlackboardValue('score', 'add', 10) // 修改黑板值
.end()
.build();
```
要实现自定义动作,需要创建自定义执行器,参见[自定义节点执行器](./custom-actions.md)。
#### Condition(条件)
检查条件。内置条件节点包括:
```typescript
const tree = BehaviorTreeBuilder.create('Conditions')
.selector()
.blackboardExists('player') // 检查变量是否存在
.blackboardCompare('health', 50, 'greater') // 比较变量值
.randomProbability(0.5) // 50%概率
.end()
.build();
```
#### Wait(等待)
等待指定时间:
```typescript
const tree = BehaviorTreeBuilder.create('WaitExample')
.wait(2.0, 'Wait2Seconds')
.build();
```
## 任务状态
每个节点执行后返回以下状态之一:
### Success(成功)
任务成功完成。
```typescript
// 内置节点会根据逻辑自动返回Success
.log('任务完成') // 总是返回Success
.blackboardCompare('score', 100, 'greater') // 条件满足时返回Success
```
### Failure(失败)
任务执行失败。
```typescript
.blackboardCompare('score', 100, 'greater') // 条件不满足返回Failure
.blackboardExists('nonExistent') // 变量不存在返回Failure
```
### Running(运行中)
任务需要多帧完成,仍在执行中。
```typescript
.wait(3.0) // 等待过程中返回Running,3秒后返回Success
```
### Invalid(无效)
节点未初始化或已重置。通常不需要手动处理此状态。
## 黑板系统
黑板(Blackboard)是行为树的数据存储系统,用于在节点之间共享数据。
### 本地黑板
每个行为树实例都有自己的本地黑板:
```typescript
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.defineBlackboardVariable('state', 'idle')
// ...
.build();
```
### 支持的数据类型
黑板支持以下数据类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
示例:
```typescript
const tree = BehaviorTreeBuilder.create('Variables')
.defineBlackboardVariable('name', 'Enemy') // 字符串
.defineBlackboardVariable('count', 0) // 数字
.defineBlackboardVariable('isActive', true) // 布尔值
.defineBlackboardVariable('position', { x: 0, y: 0 }) // 对象(也可用于Vector2)
.defineBlackboardVariable('velocity', { x: 0, y: 0, z: 0 }) // 对象(也可用于Vector3)
.defineBlackboardVariable('items', []) // 数组
.build();
```
### 读写变量
通过`BehaviorTreeRuntimeComponent`访问黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取变量
const health = runtime?.getBlackboardValue('health');
const target = runtime?.getBlackboardValue('target');
// 写入变量
runtime?.setBlackboardValue('health', 50);
runtime?.setBlackboardValue('lastAttackTime', Date.now());
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
也可以使用内置节点操作黑板:
```typescript
const tree = BehaviorTreeBuilder.create('BlackboardOps')
.sequence()
.setBlackboardValue('score', 100) // 设置值
.modifyBlackboardValue('score', 'add', 10) // 增加10
.blackboardCompare('score', 110, 'equals') // 检查是否等于110
.end()
.build();
```
### 全局黑板
所有行为树实例共享的黑板,通过`GlobalBlackboardService`访问:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
// 设置全局变量
globalBlackboard.setValue('gameState', 'playing');
globalBlackboard.setValue('difficulty', 5);
// 读取全局变量
const gameState = globalBlackboard.getValue('gameState');
```
在自定义执行器中访问全局黑板:
```typescript
import { GlobalBlackboardService } from '@esengine/behavior-tree';
import { Core } from '@esengine/ecs-framework';
export class CheckGameState implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const globalBlackboard = Core.services.resolve(GlobalBlackboardService);
const gameState = globalBlackboard.getValue('gameState');
if (gameState === 'paused') {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}
```
## 执行流程
### 初始化
```typescript
// 1. 初始化Core和插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树
const tree = BehaviorTreeBuilder.create('AI')
// ... 定义节点
.build();
// 4. 创建实体并启动
const entity = scene.createEntity('AIEntity');
BehaviorTreeStarter.start(entity, tree);
```
### 更新循环
```typescript
// 每帧更新
gameLoop(() => {
const deltaTime = getDeltaTime();
Core.update(deltaTime); // Core会自动更新场景和所有行为树
});
```
### 执行顺序
```
1. 从根节点开始
2. 根节点执行其逻辑(通常是Selector或Sequence)
3. 根节点的子节点按顺序执行
4. 每个子节点可能有自己的子节点
5. 叶节点执行具体操作并返回状态
6. 状态向上传播到父节点
7. 父节点根据策略决定如何处理子节点的状态
8. 最终根节点返回整体状态
```
### 执行示例
```typescript
const tree = BehaviorTreeBuilder.create('Example')
.selector('Root') // 1. 执行选择器
.sequence('Branch1') // 2. 尝试第一个分支
.blackboardCompare('ready', true, 'equals', 'CheckReady') // 3. 条件失败
.end() // 4. 序列失败,选择器继续下一个分支
.sequence('Branch2') // 5. 尝试第二个分支
.blackboardCompare('active', true, 'equals', 'CheckActive') // 6. 条件成功
.log('执行动作', 'DoAction') // 7. 动作成功
.end() // 8. 序列成功,选择器成功
.end() // 9. 整个树成功
.build();
```
执行流程图:
```
Root(Selector)
→ Branch1(Sequence)
→ CheckReady: Failure
→ Branch1 fails
→ Branch2(Sequence)
→ CheckActive: Success
→ DoAction: Success
→ Branch2 succeeds
→ Root succeeds
```
## Runtime架构
本框架的行为树采用Runtime执行器架构:
### 核心组件
- **BehaviorTreeData**: 纯数据结构,描述行为树的结构和配置
- **BehaviorTreeRuntimeComponent**: 运行时组件,管理执行状态和黑板
- **BehaviorTreeExecutionSystem**: 执行系统,驱动行为树运行
- **INodeExecutor**: 节点执行器接口,定义节点的执行逻辑
- **NodeExecutionContext**: 执行上下文,包含执行所需的所有信息
### 架构特点
1. **数据与逻辑分离**: BehaviorTreeData是纯数据,执行逻辑在执行器中
2. **无状态执行器**: 执行器实例可以在多个节点间共享,状态存储在Runtime中
3. **类型安全**: 通过TypeScript类型系统保证类型安全
4. **高性能**: 避免不必要的对象创建,优化内存使用
### 数据流
```
BehaviorTreeBuilder
↓ (构建)
BehaviorTreeData
↓ (加载到)
BehaviorTreeAssetManager
↓ (读取)
BehaviorTreeExecutionSystem
↓ (执行)
INodeExecutor.execute(context)
↓ (返回)
TaskStatus
↓ (更新)
NodeRuntimeState
```
## 下一步
现在你已经理解了行为树的核心概念,接下来可以:
- 查看[快速开始](./getting-started.md)创建第一个行为树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义节点
- 探索[高级用法](./advanced-usage.md)了解更多功能
- 阅读[最佳实践](./best-practices.md)学习设计模式

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# 行为树编辑器使用指南
行为树编辑器提供了可视化的方式来创建和编辑行为树。
## 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
## 基本操作
### 打开行为树编辑器
通过以下方式打开行为树编辑器窗口:
1. 在资产浏览器中双击 `.btree` 文件
2. 菜单栏:`窗口` → 选择行为树编辑器相关插件
### 创建新行为树
在行为树编辑器窗口的工具栏中点击"新建"按钮(加号图标)
### 保存行为树
在行为树编辑器窗口的工具栏中点击"保存"按钮(磁盘图标)
### 添加节点
从左侧节点面板拖拽节点到画布:
- 复合节点Selector、Sequence、Parallel
- 装饰器Inverter、Repeater、UntilFail等
- 动作节点ExecuteAction、Wait等
- 条件节点Condition
### 连接节点
拖拽父节点底部的连接点到子节点顶部建立连接
### 删除节点
选中节点后按 `Delete``Backspace`
### 编辑属性
点击节点后在右侧属性面板中编辑节点参数
## 黑板变量
在黑板面板中管理共享数据:
1. 点击"添加变量"按钮
2. 输入变量名、选择类型并设置默认值
3. 在节点中通过变量名引用黑板变量
支持的变量类型:
- String字符串
- Number数字
- Boolean布尔值
- Vector2二维向量
- Vector3三维向量
- Object对象引用
- Array数组
## 导出运行时资产
### 导出步骤
1. 点击工具栏的"导出"按钮
2. 选择导出模式:
- 当前文件:仅导出当前打开的行为树
- 工作区导出:导出项目中所有行为树
3. 选择资产输出路径
4. 选择TypeScript类型定义输出路径
5. 为每个文件选择导出格式:
- 二进制:.btree.bin默认文件更小加载更快
- JSON.btree.json可读性好便于调试
6. 点击"导出"按钮
### 加载运行时资产
编辑器导出的文件是编辑器格式包含UI布局信息。当前版本中从编辑器导出的资产可以使用Builder API在代码中重新构建或者等待资产加载系统的完善。
推荐使用Builder API创建行为树
```typescript
import { BehaviorTreeBuilder, BehaviorTreeStarter } from '@esengine/behavior-tree';
import { Core, Scene } from '@esengine/ecs-framework';
// 使用Builder创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
```
## 支持的操作
- `Delete` / `Backspace`:删除选中的节点或连线
- `Ctrl` + 点击:多选节点
- 框选:拖拽空白区域进行框选
- 拖拽画布:按住鼠标中键或空格键拖拽
## 下一步
- 查看[编辑器工作流](./editor-workflow.md)了解完整的开发流程
- 查看[自定义节点执行器](./custom-actions.md)学习如何扩展节点

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# 编辑器工作流
本教程介绍如何使用行为树编辑器创建AI并在游戏中加载使用。
## 完整流程
```
1. 启动编辑器
2. 创建行为树并定义黑板变量
3. 添加和配置节点
4. 导出JSON文件
5. 在游戏中加载并使用
```
## 使用编辑器创建
### 启动编辑器
```bash
cd packages/editor-app
npm run tauri:dev
```
### 基本操作
1. **创建行为树**`文件``新建项目` → 创建行为树文件
2. **定义黑板变量**:在黑板面板中添加共享变量
3. **添加节点**:从节点面板拖拽到画布
4. **连接节点**:拖拽连接点建立父子关系
5. **配置属性**:选中节点后在属性面板编辑
6. **导出**`文件``导出``JSON格式`
### 示例敌人AI的黑板变量
在编辑器黑板面板中定义:
```
health: Number = 100
target: Object = null
moveSpeed: Number = 5.0
attackRange: Number = 2.0
```
### 示例:行为树结构
```
Root: Selector
├── Combat Sequence
│ ├── CheckHasTarget (Condition)
│ ├── CheckInAttackRange (Condition)
│ └── ExecuteAttack (Action)
├── Patrol Sequence
│ ├── MoveToNextPatrolPoint (Action)
│ └── Wait 2s
└── Idle (Action)
```
## 在游戏中使用
### 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,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(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();
// 创建实体并启动行为树
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, tree);
// 访问和修改黑板
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('target', someTarget);
// 游戏循环
setInterval(() => {
Core.update(0.016); // 60 FPS
}, 16);
```
## 实现自定义执行器
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
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击目标',
description: '对目标造成伤害',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
// 执行攻击逻辑
performAttack(context.entity, target, damage);
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
// 清理状态
}
}
```
## 调试技巧
### 1. 使用日志节点
在行为树中添加Log节点输出调试信息
```typescript
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. 监控黑板状态
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 3. 在自定义执行器中调试
```typescript
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 } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 使用Builder API构建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasTarget', false)
.selector('Root')
.sequence('Combat')
.blackboardCompare('hasTarget', true, 'equals')
.log('攻击玩家', 'Attack')
.end()
.log('空闲', 'Idle')
.end()
.build();
// 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(() => {
Core.update(0.016);
}, 16);
```
## 下一步
- 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

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# 快速开始
本教程将引导你在5分钟内创建第一个行为树。
## 安装
```bash
npm install @esengine/behavior-tree
```
## 第一个行为树
让我们创建一个简单的AI行为树,实现"巡逻-发现敌人-攻击"的逻辑。
### 步骤1: 导入依赖
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
```
### 步骤2: 初始化Core并安装插件
```typescript
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
```
### 步骤3: 创建场景并设置行为树系统
```typescript
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
```
### 步骤4: 构建行为树数据
```typescript
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
// 定义黑板变量
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
// 根选择器
.selector('RootSelector')
// 分支1: 如果发现敌人且生命值高,则攻击
.selector('CombatBranch')
.blackboardExists('hasEnemy', 'CheckEnemy')
.blackboardCompare('health', 30, 'greater', 'CheckHealth')
.log('守卫正在攻击敌人', 'Attack')
.end()
// 分支2: 如果生命值低,则逃跑
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual', 'CheckLowHealth')
.log('守卫生命值过低,正在逃跑', 'Flee')
.end()
// 分支3: 默认巡逻
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1, 'IncrementPatrol')
.log('守卫正在巡逻', 'Patrol')
.wait(2.0, 'WaitAtPoint')
.end()
.end()
.build();
```
### 步骤5: 创建实体并启动行为树
```typescript
// 创建守卫实体
const guardEntity = scene.createEntity('Guard');
// 启动行为树
BehaviorTreeStarter.start(guardEntity, guardAITree);
```
### 步骤6: 运行游戏循环
```typescript
// 模拟游戏循环
setInterval(() => {
Core.update(0.1); // 传入deltaTime(秒)
}, 100); // 每100ms更新一次
```
### 步骤7: 模拟游戏事件
```typescript
// 5秒后模拟发现敌人
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
// 10秒后模拟受伤
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
```
## 完整代码
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function main() {
// 1. 创建核心并安装插件
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 2. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 3. 构建行为树数据
const guardAITree = BehaviorTreeBuilder.create('GuardAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
.selector('RootSelector')
.selector('CombatBranch')
.blackboardExists('hasEnemy')
.blackboardCompare('health', 30, 'greater')
.log('守卫正在攻击敌人')
.end()
.selector('FleeBranch')
.blackboardCompare('health', 30, 'lessOrEqual')
.log('守卫生命值过低,正在逃跑')
.end()
.selector('PatrolBranch')
.modifyBlackboardValue('patrolPoint', 'add', 1)
.log('守卫正在巡逻')
.wait(2.0)
.end()
.end()
.build();
// 4. 创建守卫实体并启动行为树
const guardEntity = scene.createEntity('Guard');
BehaviorTreeStarter.start(guardEntity, guardAITree);
// 5. 运行游戏循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 6. 模拟游戏事件
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
console.log('发现敌人!');
}, 5000);
setTimeout(() => {
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('health', 20);
console.log('守卫受伤!');
}, 10000);
}
main();
```
## 运行结果
运行程序后,你会看到类似的输出:
```
守卫正在巡逻
守卫正在巡逻
守卫正在巡逻
发现敌人!
守卫正在攻击敌人
守卫正在攻击敌人
守卫受伤!
守卫生命值过低,正在逃跑
```
## 理解代码
### 黑板变量
```typescript
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('hasEnemy', false)
.defineBlackboardVariable('patrolPoint', 0)
```
黑板用于在节点之间共享数据。这里定义了三个变量:
- `health`: 守卫的生命值
- `hasEnemy`: 是否发现敌人
- `patrolPoint`: 当前巡逻点编号
### 选择器节点
```typescript
.selector('RootSelector')
// 分支1
// 分支2
// 分支3
.end()
```
选择器按顺序尝试执行子节点,直到某个子节点返回成功。类似于编程中的 `if-else if-else`
### 条件节点
```typescript
.blackboardExists('hasEnemy') // 检查变量是否存在
.blackboardCompare('health', 30, 'greater') // 比较变量值
```
条件节点用于检查黑板变量的值。
### 动作节点
```typescript
.log('守卫正在攻击敌人') // 输出日志
.wait(2.0) // 等待2秒
.modifyBlackboardValue('patrolPoint', 'add', 1) // 修改黑板值
```
动作节点执行具体的操作。
### Runtime组件
```typescript
const runtime = guardEntity.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('hasEnemy', true);
runtime?.getBlackboardValue('health');
```
通过`BehaviorTreeRuntimeComponent`访问和修改黑板变量。
## 常见任务状态
行为树的每个节点返回以下状态之一:
- **Success**: 任务成功完成
- **Failure**: 任务执行失败
- **Running**: 任务正在执行,需要在后续帧继续
- **Invalid**: 无效状态(未初始化或已重置)
## 内置节点
### 复合节点
- `sequence()` - 序列节点,按顺序执行所有子节点
- `selector()` - 选择器节点,按顺序尝试子节点直到成功
- `parallel()` - 并行节点,同时执行多个子节点
- `parallelSelector()` - 并行选择器
- `randomSequence()` - 随机序列
- `randomSelector()` - 随机选择器
### 装饰器节点
- `inverter()` - 反转子节点结果
- `repeater(count)` - 重复执行子节点
- `alwaysSucceed()` - 总是返回成功
- `alwaysFail()` - 总是返回失败
- `untilSuccess()` - 重复直到成功
- `untilFail()` - 重复直到失败
- `conditional(key, value, operator)` - 条件装饰器
- `cooldown(time)` - 冷却装饰器
- `timeout(time)` - 超时装饰器
### 动作节点
- `wait(duration)` - 等待指定时间
- `log(message)` - 输出日志
- `setBlackboardValue(key, value)` - 设置黑板值
- `modifyBlackboardValue(key, operation, value)` - 修改黑板值
- `executeAction(actionName)` - 执行自定义动作
### 条件节点
- `blackboardExists(key)` - 检查变量是否存在
- `blackboardCompare(key, value, operator)` - 比较黑板值
- `randomProbability(probability)` - 随机概率
- `executeCondition(conditionName)` - 执行自定义条件
## 控制行为树
### 启动
```typescript
BehaviorTreeStarter.start(entity, treeData);
```
### 停止
```typescript
BehaviorTreeStarter.stop(entity);
```
### 暂停和恢复
```typescript
BehaviorTreeStarter.pause(entity);
// ... 一段时间后
BehaviorTreeStarter.resume(entity);
```
### 重启
```typescript
BehaviorTreeStarter.restart(entity);
```
## 下一步
现在你已经创建了第一个行为树,接下来可以:
1. 学习[核心概念](./core-concepts.md)深入理解行为树原理
2. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
3. 查看[自定义节点执行器](./custom-actions.md)学习如何创建自定义节点
4. 根据你的场景查看集成教程:[Cocos Creator](./cocos-integration.md) 或 [Node.js](./nodejs-usage.md)
5. 查看[高级用法](./advanced-usage.md)了解更多功能
## 常见问题
### 为什么行为树不执行?
确保:
1. 已经安装了 `BehaviorTreePlugin`
2. 调用了 `plugin.setupScene(scene)`
3. 调用了 `BehaviorTreeStarter.start(entity, treeData)`
4. 在游戏循环中调用了 `Core.update(deltaTime)`
### 如何访问黑板变量?
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
// 读取
const health = runtime?.getBlackboardValue('health');
// 写入
runtime?.setBlackboardValue('health', 50);
// 获取所有变量
const allVars = runtime?.getAllBlackboardVariables();
```
### 如何调试行为树?
使用日志节点:
```typescript
.log('到达这个节点', 'DebugLog')
```
或者在代码中监控黑板:
```typescript
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
console.log('黑板变量:', runtime?.getAllBlackboardVariables());
console.log('活动节点:', Array.from(runtime?.activeNodeIds || []));
```
### 如何使用自定义逻辑?
内置的`executeAction``executeCondition`节点只是占位符。要实现真正的自定义逻辑,你需要创建自定义执行器:
参见[自定义节点执行器](./custom-actions.md)学习如何创建。

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# 行为树系统
行为树(Behavior Tree)是一种用于游戏AI和自动化控制的强大工具。本框架提供了基于Runtime执行器架构的行为树系统,具有高性能、类型安全、易于扩展的特点。
## 什么是行为树?
行为树是一种层次化的任务执行结构,由多个节点组成,每个节点负责特定的任务。行为树特别适合于:
- 游戏AI(敌人、NPC行为)
- 状态机的替代方案
- 复杂的决策逻辑
- 可视化的行为设计
## 核心特性
### Runtime执行器架构
- 数据与逻辑分离
- 无状态执行器设计
- 高性能执行
- 类型安全
### 可视化编辑器
- 图形化节点编辑
- 实时预览和调试
- 拖拽式节点创建
- 属性连接和绑定
### 灵活的黑板系统
- 本地黑板(单个行为树)
- 全局黑板(所有行为树共享)
- 类型安全的变量访问
- 支持属性绑定
### 插件系统
- 自动注册机制
- 装饰器声明元数据
- 支持多语言
- 易于扩展
## 文档导航
### 入门教程
- **[快速开始](./getting-started.md)** - 5分钟上手行为树
- **[核心概念](./core-concepts.md)** - 理解行为树的基本原理
### 编辑器使用
- **[编辑器使用指南](./editor-guide.md)** - 可视化创建行为树
- **[编辑器工作流](./editor-workflow.md)** - 完整的开发流程
### 资源管理
- **[资产管理](./asset-management.md)** - 加载、管理和复用行为树资产、使用子树
### 引擎集成
- **[Cocos Creator 集成](./cocos-integration.md)** - 在 Cocos Creator 中使用行为树
- **[Laya 引擎集成](./laya-integration.md)** - 在 Laya 中使用行为树
- **[Node.js 服务端使用](./nodejs-usage.md)** - 在服务器、聊天机器人等场景中使用行为树
### 高级主题
- **[高级用法](./advanced-usage.md)** - 性能优化、调试技巧
- **[自定义节点执行器](./custom-actions.md)** - 创建自定义行为节点
- **[最佳实践](./best-practices.md)** - 行为树设计模式和技巧
## 快速示例
### 使用Builder创建
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreePlugin
} from '@esengine/behavior-tree';
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 创建行为树
const enemyAI = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('target', null)
.selector('MainBehavior')
// 如果生命值高,则攻击
.sequence('AttackBranch')
.blackboardCompare('health', 50, 'greater')
.log('攻击玩家', 'Attack')
.end()
// 否则逃跑
.log('逃离战斗', 'Flee')
.end()
.build();
// 启动AI
const entity = scene.createEntity('Enemy');
BehaviorTreeStarter.start(entity, enemyAI);
```
### 使用编辑器创建
1. 打开行为树编辑器
2. 创建新的行为树资产
3. 拖拽节点到画布
4. 配置节点属性和连接
5. 保存并在代码中使用
## 架构说明
### Runtime执行器架构
本框架采用Runtime执行器架构,将节点定义和执行逻辑分离:
**核心组件:**
- `BehaviorTreeData`: 纯数据结构,描述行为树
- `BehaviorTreeRuntimeComponent`: 运行时组件,管理状态和黑板
- `BehaviorTreeExecutionSystem`: 执行系统,驱动行为树运行
- `INodeExecutor`: 节点执行器接口
- `NodeExecutionContext`: 执行上下文
**优势:**
- 数据与逻辑分离,易于序列化
- 执行器无状态,可复用
- 类型安全,编译时检查
- 高性能执行
### 自定义执行器
创建自定义节点非常简单:
```typescript
import {
INodeExecutor,
NodeExecutionContext,
BindingHelper,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
@NodeExecutorMetadata({
implementationType: 'AttackAction',
nodeType: NodeType.Action,
displayName: '攻击',
description: '攻击目标',
category: '战斗',
configSchema: {
damage: {
type: 'number',
default: 10,
supportBinding: true
}
}
})
export class AttackAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const damage = BindingHelper.getValue<number>(context, 'damage', 10);
const target = context.runtime.getBlackboardValue('target');
if (!target) {
return TaskStatus.Failure;
}
console.log(`造成 ${damage} 点伤害`);
return TaskStatus.Success;
}
}
```
详细说明请参见[自定义节点执行器](./custom-actions.md)。
## 下一步
建议按照以下顺序学习:
1. 阅读[快速开始](./getting-started.md)了解基础用法
2. 学习[核心概念](./core-concepts.md)理解行为树原理
3. 学习[资产管理](./asset-management.md)了解如何加载和复用行为树、使用子树
4. 根据你的场景查看集成教程:
- 客户端游戏:[Cocos Creator](./cocos-integration.md) 或 [Laya](./laya-integration.md)
- 服务端应用:[Node.js 服务端使用](./nodejs-usage.md)
5. 尝试[编辑器使用指南](./editor-guide.md)可视化创建行为树
6. 探索[高级用法](./advanced-usage.md)和[自定义节点执行器](./custom-actions.md)提升技能
## 获取帮助
- 提交 [Issue](https://github.com/esengine/ecs-framework/issues)
- 加入社区讨论
- 参考文档中的完整代码示例

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# Laya 引擎集成
本教程将引导你在 Laya 引擎项目中集成和使用行为树系统。
## 前置要求
- LayaAir 3.x 或更高版本
- 基本的 TypeScript 知识
- 已完成[快速开始](./getting-started.md)教程
## 安装
在你的 Laya 项目根目录下:
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
## 项目结构
建议的项目结构:
```
src/
├── ai/
│ ├── EnemyAI.ts
│ └── BossAI.ts
├── systems/
│ └── AISystem.ts
└── Main.ts
resources/
└── behaviors/
├── enemy.btree.json
└── boss.btree.json
```
## 初始化
### 在Main.ts中初始化
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import { BehaviorTreePlugin } from '@esengine/behavior-tree';
export class Main {
constructor() {
Laya.init(1280, 720).then(() => {
this.initECS();
this.startGame();
});
}
private async initECS() {
// 初始化 ECS
Core.create();
// 安装行为树插件
const btPlugin = new BehaviorTreePlugin();
await Core.installPlugin(btPlugin);
// 创建并设置场景
const scene = new Scene();
btPlugin.setupScene(scene);
Core.setScene(scene);
// 启动更新循环
Laya.timer.frameLoop(1, this, this.update);
}
private update() {
// Core.update会自动更新场景
Core.update(Laya.timer.delta / 1000);
}
private startGame() {
// 加载场景
}
}
new Main();
```
## 创建AI组件
```typescript
import { Core, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
export class EnemyAI extends Laya.Script {
private aiEntity: Entity;
onEnable() {
this.createBehaviorTree();
}
private createBehaviorTree() {
// 获取Core管理的场景
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
// 使用Builder API创建行为树
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('position', { x: sprite.x, y: sprite.y })
.selector('MainBehavior')
.sequence('Combat')
.blackboardCompare('health', 30, 'greater')
.log('攻击', 'Attack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
// 创建AI实体并启动
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
}
onDisable() {
// 停止AI
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
}
}
```
## 与Laya节点交互
要实现与Laya节点的交互需要创建自定义执行器。下面展示一个完整示例。
## 完整示例
创建一个使用自定义执行器的敌人AI系统
```typescript
import {
BehaviorTreeBuilder,
BehaviorTreeStarter,
INodeExecutor,
NodeExecutionContext,
NodeExecutorMetadata,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
import { TaskStatus, NodeType } from '@esengine/behavior-tree';
import { Core, Entity } from '@esengine/ecs-framework';
// 自定义移动执行器
@NodeExecutorMetadata({
implementationType: 'MoveToTarget',
nodeType: NodeType.Action,
displayName: '移动到目标',
category: 'Laya',
configSchema: {
speed: {
type: 'number',
default: 50,
supportBinding: true
}
}
})
export class MoveToTargetAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const sprite = context.runtime.getBlackboardValue('layaSprite');
const targetPos = context.runtime.getBlackboardValue('targetPosition');
const speed = context.nodeData.config.speed;
if (!sprite || !targetPos) {
return TaskStatus.Failure;
}
const dx = targetPos.x - sprite.x;
const dy = targetPos.y - sprite.y;
const distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
return TaskStatus.Success;
}
sprite.x += (dx / distance) * speed * context.deltaTime;
sprite.y += (dy / distance) * speed * context.deltaTime;
return TaskStatus.Running;
}
}
export class SimpleEnemyAI extends Laya.Script {
public player: Laya.Sprite;
private aiEntity: Entity;
onEnable() {
this.buildAI();
}
private buildAI() {
const scene = Core.scene;
if (!scene) {
console.error('场景未初始化');
return;
}
const sprite = this.owner as Laya.Sprite;
const tree = BehaviorTreeBuilder.create('EnemyAI')
.defineBlackboardVariable('layaSprite', sprite)
.defineBlackboardVariable('health', 100)
.defineBlackboardVariable('player', this.player)
.defineBlackboardVariable('targetPosition', { x: 0, y: 0 })
.selector('MainBehavior')
.sequence('Attack')
.blackboardExists('player')
.log('攻击玩家', 'DoAttack')
.end()
.log('巡逻', 'Patrol')
.end()
.build();
this.aiEntity = scene.createEntity(`AI_${sprite.name}`);
BehaviorTreeStarter.start(this.aiEntity, tree);
// 可以在帧更新中修改黑板
Laya.timer.frameLoop(1, this, () => {
const runtime = this.aiEntity?.getComponent(BehaviorTreeRuntimeComponent);
if (runtime && this.player) {
runtime.setBlackboardValue('targetPosition', {
x: this.player.x,
y: this.player.y
});
}
});
}
onDisable() {
if (this.aiEntity) {
BehaviorTreeStarter.stop(this.aiEntity);
}
Laya.timer.clearAll(this);
}
}
```
## 性能优化
### 使用冷却装饰器
对于不需要每帧更新的AI使用冷却装饰器
```typescript
const tree = BehaviorTreeBuilder.create('ThrottledAI')
.cooldown(0.2, 'ThrottleRoot') // 每0.2秒执行一次
.selector('MainBehavior')
// AI逻辑...
.end()
.end()
.build();
```
### 限制同时运行的AI数量
```typescript
class AIManager {
private activeAIs: Entity[] = [];
private maxAIs: number = 20;
addAI(entity: Entity, tree: BehaviorTreeData) {
if (this.activeAIs.length >= this.maxAIs) {
const furthest = this.activeAIs.shift();
if (furthest) {
BehaviorTreeStarter.stop(furthest);
}
}
BehaviorTreeStarter.start(entity, tree);
this.activeAIs.push(entity);
}
}
```
## 常见问题
### 资源加载失败?
确保:
1. 资源路径正确
2. 资源已添加到项目中
3. 使用 `Laya.loader.load()` 加载
### AI不执行
检查:
1. `onUpdate()` 是否被调用
2. `Scene.update()` 是否执行
3. 行为树是否已启动
## 下一步
- 查看[高级用法](./advanced-usage.md)
- 学习[最佳实践](./best-practices.md)

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# Node.js 服务端使用
本文介绍如何在 Node.js 服务端环境(如游戏服务器、机器人、自动化工具)中使用行为树系统。
## 使用场景
行为树不仅适用于游戏客户端AI在服务端也有广泛应用
1. **游戏服务器** - NPC AI逻辑、副本关卡脚本
2. **聊天机器人** - 对话流程控制、智能回复
3. **自动化测试** - 测试用例执行流程
4. **工作流引擎** - 业务流程自动化
5. **爬虫系统** - 数据采集流程控制
## 基础设置
### 安装
```bash
npm install @esengine/ecs-framework @esengine/behavior-tree
```
### TypeScript 配置
```json
{
"compilerOptions": {
"target": "ES2020",
"module": "commonjs",
"moduleResolution": "node",
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"esModuleInterop": true,
"skipLibCheck": true
}
}
```
## 快速开始
### 简单的游戏服务器 NPC
```typescript
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function startServer() {
// 1. 初始化 ECS Core
Core.create();
// 2. 安装行为树插件
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 3. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 4. 创建 NPC 行为树
const npcAI = BehaviorTreeBuilder.create('MerchantNPC')
.defineBlackboardVariable('mood', 'friendly')
.defineBlackboardVariable('goldAmount', 1000)
.selector('NPCBehavior')
// 如果玩家触发对话
.sequence('Dialogue')
.blackboardExists('playerRequest')
.log('NPC: 欢迎光临!')
.end()
// 默认行为:闲置
.sequence('Idle')
.log('NPC: 正在整理商品...')
.wait(5.0)
.end()
.end()
.build();
// 5. 创建 NPC 实体
const npc = scene.createEntity('Merchant');
BehaviorTreeStarter.start(npc, npcAI);
// 6. 启动游戏循环20 TPS
setInterval(() => {
Core.update(0.05); // 50ms = 1/20秒
}, 50);
// 7. 模拟玩家交互
setTimeout(() => {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', 'buy_sword');
console.log('玩家发起交易请求');
}, 3000);
console.log('游戏服务器已启动');
}
startServer();
```
## 实战示例:聊天机器人
创建一个基于行为树的智能聊天机器人:
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
// 1. 创建自定义节点:回复消息
@NodeExecutorMetadata({
implementationType: 'SendMessage',
nodeType: NodeType.Action,
displayName: '发送消息',
configSchema: {
message: { type: 'string', default: '' }
}
})
class SendMessageAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const message = context.nodeData.config['message'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage');
console.log(`[机器人回复]: ${message}`);
console.log(` 回复给: ${userMessage}`);
return TaskStatus.Success;
}
}
// 2. 创建自定义节点:匹配关键词
@NodeExecutorMetadata({
implementationType: 'MatchKeyword',
nodeType: NodeType.Condition,
displayName: '匹配关键词',
configSchema: {
keyword: { type: 'string', default: '' }
}
})
class MatchKeywordCondition implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const keyword = context.nodeData.config['keyword'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage') || '';
return userMessage.includes(keyword) ? TaskStatus.Success : TaskStatus.Failure;
}
}
// 3. 创建聊天机器人类
class ChatBot {
private botEntity: Entity;
private runtime: BehaviorTreeRuntimeComponent | null = null;
constructor(scene: Scene) {
// 创建机器人行为树
const botBehavior = BehaviorTreeBuilder.create('ChatBotAI')
.defineBlackboardVariable('userMessage', '')
.defineBlackboardVariable('userName', 'Guest')
.selector('ResponseSelector')
// 问候语
.sequence('Greeting')
.executeCondition('MatchKeyword', { keyword: '你好' })
.executeAction('SendMessage', { message: '你好!我是智能助手,有什么可以帮你的吗?' })
.end()
// 帮助请求
.sequence('Help')
.executeCondition('MatchKeyword', { keyword: '帮助' })
.executeAction('SendMessage', { message: '我可以帮你回答问题、查询信息。试试问我一些问题吧!' })
.end()
// 查询天气
.sequence('Weather')
.executeCondition('MatchKeyword', { keyword: '天气' })
.executeAction('SendMessage', { message: '今天天气不错,晴天,温度适宜。' })
.end()
// 查询时间
.sequence('Time')
.executeCondition('MatchKeyword', { keyword: '时间' })
.executeAction('SendMessage', { message: `现在时间是 ${new Date().toLocaleString()}` })
.end()
// 默认回复
.executeAction('SendMessage', { message: '抱歉,我还不太理解你的意思。可以换个方式问我吗?' })
.end()
.build();
// 创建实体并启动
this.botEntity = scene.createEntity('ChatBot');
BehaviorTreeStarter.start(this.botEntity, botBehavior);
this.runtime = this.botEntity.getComponent(BehaviorTreeRuntimeComponent);
}
// 处理用户消息
async handleMessage(userName: string, message: string) {
if (this.runtime) {
this.runtime.setBlackboardValue('userName', userName);
this.runtime.setBlackboardValue('userMessage', message);
}
// 等待一帧让行为树执行
await new Promise(resolve => setTimeout(resolve, 100));
}
}
// 4. 主程序
async function main() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 注册自定义节点
const system = scene.getSystem(BehaviorTreeExecutionSystem);
if (system) {
const registry = system.getExecutorRegistry();
registry.register('SendMessage', new SendMessageAction());
registry.register('MatchKeyword', new MatchKeywordCondition());
}
// 创建聊天机器人
const bot = new ChatBot(scene);
// 启动更新循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 模拟用户对话
console.log('\n=== 聊天机器人测试 ===\n');
await bot.handleMessage('Alice', '你好');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Bob', '现在几点了?');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Charlie', '今天天气怎么样');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('David', '你能帮我做什么');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Eve', '你好吗?');
}
main();
```
## 实战示例:多人游戏服务器
### 房间管理系统
```typescript
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
// 游戏房间
class GameRoom {
private scene: Scene;
private assetManager: BehaviorTreeAssetManager;
private monsters: Entity[] = [];
constructor(roomId: string) {
// 创建房间场景
this.scene = new Scene();
const plugin = new BehaviorTreePlugin();
plugin.setupScene(this.scene);
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 初始化房间
this.spawnMonsters();
console.log(`房间 ${roomId} 已创建,怪物数量: ${this.monsters.length}`);
}
private spawnMonsters() {
// 从资产管理器获取怪物AI所有房间共享
const monsterAI = this.assetManager.getAsset('MonsterAI');
if (!monsterAI) return;
// 生成10个怪物
for (let i = 0; i < 10; i++) {
const monster = this.scene.createEntity(`Monster_${i}`);
BehaviorTreeStarter.start(monster, monsterAI);
this.monsters.push(monster);
}
}
update(deltaTime: number) {
this.scene.update(deltaTime);
}
destroy() {
this.monsters.forEach(m => m.destroy());
this.monsters = [];
}
}
// 房间管理器
class RoomManager {
private rooms: Map<string, GameRoom> = new Map();
createRoom(roomId: string): GameRoom {
const room = new GameRoom(roomId);
this.rooms.set(roomId, room);
return room;
}
getRoom(roomId: string): GameRoom | undefined {
return this.rooms.get(roomId);
}
destroyRoom(roomId: string) {
const room = this.rooms.get(roomId);
if (room) {
room.destroy();
this.rooms.delete(roomId);
}
}
update(deltaTime: number) {
this.rooms.forEach(room => room.update(deltaTime));
}
}
// 主程序
async function startGameServer() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 预加载怪物AI所有房间共享
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const monsterAI = BehaviorTreeBuilder.create('MonsterAI')
.defineBlackboardVariable('health', 100)
.selector('Behavior')
.log('攻击玩家')
.end()
.build();
assetManager.loadAsset(monsterAI);
// 创建房间管理器
const roomManager = new RoomManager();
// 模拟房间创建
roomManager.createRoom('room_1');
roomManager.createRoom('room_2');
// 服务器主循环60 TPS
setInterval(() => {
roomManager.update(1/60);
}, 1000 / 60);
console.log('游戏服务器已启动');
}
startGameServer();
```
## 性能优化
### 1. 控制更新频率
```typescript
// 不同类型的AI使用不同的更新频率
class AIManager {
private importantAIs: Entity[] = []; // Boss等重要AI60 TPS
private normalAIs: Entity[] = []; // 普通敌人20 TPS
private backgroundAIs: Entity[] = []; // 背景NPC5 TPS
update() {
// 重要AI每帧更新
this.updateAIs(this.importantAIs, 1/60);
// 普通AI每3帧更新一次
if (frameCount % 3 === 0) {
this.updateAIs(this.normalAIs, 3/60);
}
// 背景AI每12帧更新一次
if (frameCount % 12 === 0) {
this.updateAIs(this.backgroundAIs, 12/60);
}
}
}
```
### 2. 资源管理
```typescript
// 使用资产管理器避免重复创建
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 预加载所有AI
const enemyAI = BehaviorTreeBuilder.create('EnemyAI').build();
const bossAI = BehaviorTreeBuilder.create('BossAI').build();
assetManager.loadAsset(enemyAI);
assetManager.loadAsset(bossAI);
// 创建1000个敌人但只使用1份BehaviorTreeData
for (let i = 0; i < 1000; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const ai = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, ai);
}
```
### 3. 使用对象池
```typescript
class EntityPool {
private pool: Entity[] = [];
private active: Entity[] = [];
spawn(scene: Scene, treeId: string): Entity {
let entity = this.pool.pop();
if (!entity) {
entity = scene.createEntity();
const tree = assetManager.getAsset(treeId)!;
BehaviorTreeStarter.start(entity, tree);
} else {
BehaviorTreeStarter.restart(entity);
}
this.active.push(entity);
return entity;
}
recycle(entity: Entity) {
BehaviorTreeStarter.pause(entity);
const index = this.active.indexOf(entity);
if (index >= 0) {
this.active.splice(index, 1);
this.pool.push(entity);
}
}
}
```
## 最佳实践
### 1. 使用环境变量控制调试
```typescript
const DEBUG = process.env.NODE_ENV === 'development';
const aiTree = BehaviorTreeBuilder.create('AI')
.selector('Main')
.when(DEBUG, builder =>
builder.log('调试信息开始AI逻辑')
)
// AI 逻辑...
.end()
.build();
```
### 2. 错误处理
```typescript
try {
const tree = BehaviorTreeBuilder.create('AI')
// ... 构建逻辑
.build();
assetManager.loadAsset(tree);
BehaviorTreeStarter.start(entity, tree);
} catch (error) {
console.error('启动AI失败:', error);
// 使用默认AI或进行降级处理
}
```
### 3. 监控和日志
```typescript
// 定期输出AI状态
setInterval(() => {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const count = assetManager.getAssetCount();
const entities = scene.getEntitiesFor(Matcher.empty().all(BehaviorTreeRuntimeComponent));
console.log(`[AI监控] 行为树资产: ${count}, 活跃实体: ${entities.length}`);
}, 10000);
```
## 常见问题
### 如何与 Express/Koa 等框架集成?
```typescript
import express from 'express';
import { Core, Scene } from '@esengine/ecs-framework';
const app = express();
const scene = new Scene();
// 在单独的循环中更新ECS
setInterval(() => {
Core.update(0.016);
}, 16);
app.post('/npc/:id/interact', (req, res) => {
const npcId = req.params.id;
const npc = scene.findEntity(npcId);
if (npc) {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', req.body);
res.json({ success: true });
} else {
res.status(404).json({ error: 'NPC not found' });
}
});
app.listen(3000);
```
### 如何持久化行为树状态?
```typescript
// 保存状态
function saveAIState(entity: Entity) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
return {
treeId: runtime.treeId,
blackboard: runtime.getAllBlackboardVariables(),
activeNodes: Array.from(runtime.activeNodeIds)
};
}
}
// 恢复状态
function loadAIState(entity: Entity, savedState: any) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
// 恢复黑板变量
Object.entries(savedState.blackboard).forEach(([key, value]) => {
runtime.setBlackboardValue(key, value);
});
}
}
```
## 下一步
- 查看[资产管理](./asset-management.md)了解资源加载和子树
- 学习[自定义节点执行器](./custom-actions.md)创建自定义行为
- 阅读[最佳实践](./best-practices.md)优化你的服务端AI

View File

66
eslint.config.mjs Normal file
View File

@@ -0,0 +1,66 @@
import eslint from '@eslint/js';
import tseslint from 'typescript-eslint';
export default [
eslint.configs.recommended,
...tseslint.configs.recommended,
{
files: ['packages/**/src/**/*.{ts,tsx,js,jsx}'],
languageOptions: {
parser: tseslint.parser,
parserOptions: {
ecmaVersion: 2020,
sourceType: 'module'
}
},
rules: {
'semi': 'warn',
'quotes': 'warn',
'indent': 'off',
'no-trailing-spaces': 'warn',
'eol-last': 'warn',
'comma-dangle': 'warn',
'object-curly-spacing': 'warn',
'array-bracket-spacing': 'warn',
'arrow-parens': 'warn',
'prefer-const': 'warn',
'no-multiple-empty-lines': 'warn',
'no-console': 'off',
'@typescript-eslint/no-explicit-any': 'warn',
'@typescript-eslint/no-unsafe-function-type': 'warn',
'@typescript-eslint/no-unsafe-assignment': 'off',
'@typescript-eslint/no-unsafe-member-access': 'off',
'@typescript-eslint/no-unsafe-call': 'off',
'@typescript-eslint/no-unsafe-return': 'off',
'@typescript-eslint/no-unsafe-argument': 'off',
'@typescript-eslint/explicit-module-boundary-types': 'off',
'@typescript-eslint/no-unused-vars': ['warn', { argsIgnorePattern: '^_' }],
'@typescript-eslint/no-non-null-assertion': 'off',
'@typescript-eslint/no-require-imports': 'warn',
'@typescript-eslint/no-this-alias': 'warn',
'no-case-declarations': 'warn',
'no-prototype-builtins': 'warn',
'no-empty': 'warn',
'no-useless-catch': 'warn'
}
},
{
ignores: [
'node_modules/**',
'**/node_modules/**',
'dist/**',
'**/dist/**',
'bin/**',
'**/bin/**',
'build/**',
'**/build/**',
'coverage/**',
'**/coverage/**',
'thirdparty/**',
'examples/lawn-mower-demo/**',
'extensions/**',
'**/*.min.js',
'**/*.d.ts'
]
}
];

456
package-lock.json generated
View File

@@ -4929,15 +4929,6 @@
"url": "https://github.com/sponsors/isaacs"
}
},
"node_modules/@msgpack/msgpack": {
"version": "3.1.2",
"resolved": "https://registry.npmjs.org/@msgpack/msgpack/-/msgpack-3.1.2.tgz",
"integrity": "sha512-JEW4DEtBzfe8HvUYecLU9e6+XJnKDlUAIve8FvPzF3Kzs6Xo/KuZkZJsDH0wJXl/qEZbeeE7edxDNY3kMs39hQ==",
"license": "ISC",
"engines": {
"node": ">= 18"
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},
"node_modules/@napi-rs/wasm-runtime": {
"version": "0.2.4",
"resolved": "https://registry.npmjs.org/@napi-rs/wasm-runtime/-/wasm-runtime-0.2.4.tgz",
@@ -7964,6 +7955,242 @@
"size-limit": "11.2.0"
}
},
"node_modules/@swc/core": {
"version": "1.13.5",
"resolved": "https://registry.npmjs.org/@swc/core/-/core-1.13.5.tgz",
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"dev": true,
"hasInstallScript": true,
"license": "Apache-2.0",
"dependencies": {
"@swc/counter": "^0.1.3",
"@swc/types": "^0.1.24"
},
"engines": {
"node": ">=10"
},
"funding": {
"type": "opencollective",
"url": "https://opencollective.com/swc"
},
"optionalDependencies": {
"@swc/core-darwin-arm64": "1.13.5",
"@swc/core-darwin-x64": "1.13.5",
"@swc/core-linux-arm-gnueabihf": "1.13.5",
"@swc/core-linux-arm64-gnu": "1.13.5",
"@swc/core-linux-arm64-musl": "1.13.5",
"@swc/core-linux-x64-gnu": "1.13.5",
"@swc/core-linux-x64-musl": "1.13.5",
"@swc/core-win32-arm64-msvc": "1.13.5",
"@swc/core-win32-ia32-msvc": "1.13.5",
"@swc/core-win32-x64-msvc": "1.13.5"
},
"peerDependencies": {
"@swc/helpers": ">=0.5.17"
},
"peerDependenciesMeta": {
"@swc/helpers": {
"optional": true
}
}
},
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"cpu": [
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"dev": true,
"license": "Apache-2.0 AND MIT",
"optional": true,
"os": [
"darwin"
],
"peer": true,
"engines": {
"node": ">=10"
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"cpu": [
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"cpu": [
"ia32"
],
"dev": true,
"license": "Apache-2.0 AND MIT",
"optional": true,
"os": [
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"peer": true,
"engines": {
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"node_modules/@swc/core-win32-x64-msvc": {
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"cpu": [
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"dev": true,
"license": "Apache-2.0 AND MIT",
"optional": true,
"os": [
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"peer": true,
"engines": {
"node": ">=10"
}
},
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"dev": true,
"license": "Apache-2.0"
},
"node_modules/@swc/types": {
"version": "0.1.25",
"resolved": "https://registry.npmjs.org/@swc/types/-/types-0.1.25.tgz",
"integrity": "sha512-iAoY/qRhNH8a/hBvm3zKj9qQ4oc2+3w1unPJa2XvTK3XjeLXtzcCingVPw/9e5mn1+0yPqxcBGp9Jf0pkfMb1g==",
"dev": true,
"license": "Apache-2.0",
"dependencies": {
"@swc/counter": "^0.1.3"
}
},
"node_modules/@tauri-apps/api": {
"version": "2.8.0",
"resolved": "https://registry.npmjs.org/@tauri-apps/api/-/api-2.8.0.tgz",
@@ -8659,17 +8886,17 @@
"dev": true
},
"node_modules/@typescript-eslint/eslint-plugin": {
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@@ -12533,6 +12784,12 @@
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@@ -24929,6 +25186,30 @@
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"funding": {
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@@ -25445,6 +25726,23 @@
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"version": "1.6.4",
"resolved": "https://registry.npmjs.org/vitepress/-/vitepress-1.6.4.tgz",
@@ -26001,7 +26299,7 @@
},
"packages/behavior-tree": {
"name": "@esengine/behavior-tree",
"version": "1.0.0",
"version": "1.0.1",
"license": "MIT",
"dependencies": {
"tslib": "^2.8.1"
@@ -26030,10 +26328,10 @@
},
"packages/core": {
"name": "@esengine/ecs-framework",
"version": "2.2.9",
"version": "2.2.11",
"license": "MIT",
"dependencies": {
"@msgpack/msgpack": "^3.0.0",
"fflate": "^0.8.2",
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},
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@@ -26041,24 +26339,27 @@
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"version": "1.0.5",
"dependencies": {
"@esengine/behavior-tree": "file:../behavior-tree",
"@esengine/ecs-framework": "file:../core",
@@ -26077,14 +26378,17 @@
"zustand": "^5.0.8"
},
"devDependencies": {
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"@tauri-apps/cli": "^2.2.0",
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"sharp": "^0.34.4",
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"vite": "^6.0.7"
"vite": "^6.0.7",
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}
},
"packages/editor-app/node_modules/@esbuild/aix-ppc64": {
@@ -26617,16 +26921,28 @@
"version": "1.0.0",
"license": "MIT",
"dependencies": {
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"tslib": "^2.8.1"
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"ts-jest": "^29.4.0",
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}
},
"packages/math": {

View File

@@ -63,6 +63,7 @@
"copy:worker-demo": "node scripts/update-worker-demo.js",
"format": "prettier --write \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"format:check": "prettier --check \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"type-check": "lerna run type-check",
"lint": "eslint \"packages/**/src/**/*.{ts,tsx,js,jsx}\"",
"lint:fix": "eslint \"packages/**/src/**/*.{ts,tsx,js,jsx}\" --fix"
},

View File

@@ -1,6 +1,6 @@
{
"name": "@esengine/behavior-tree",
"version": "1.0.0",
"version": "1.0.1",
"description": "完全ECS化的行为树系统基于组件和实体的行为树实现",
"main": "bin/index.js",
"types": "bin/index.d.ts",
@@ -33,8 +33,7 @@
"rebuild": "npm run clean && npm run build",
"build:npm": "npm run build && node build-rollup.cjs",
"test": "jest --config jest.config.cjs",
"test:watch": "jest --watch --config jest.config.cjs",
"test:ci": "jest --ci --coverage --config jest.config.cjs"
"test:watch": "jest --watch --config jest.config.cjs"
},
"author": "yhh",
"license": "MIT",

View File

@@ -1,547 +1,357 @@
import { Entity, IScene } from '@esengine/ecs-framework';
import { BehaviorTreeNode } from './Components/BehaviorTreeNode';
import { CompositeNodeComponent } from './Components/CompositeNodeComponent';
import { DecoratorNodeComponent } from './Components/DecoratorNodeComponent';
import { BlackboardComponent } from './Components/BlackboardComponent';
import { NodeType, CompositeType, DecoratorType, BlackboardValueType } from './Types/TaskStatus';
// 导入动作组件
import { WaitAction } from './Components/Actions/WaitAction';
import { LogAction } from './Components/Actions/LogAction';
import { SetBlackboardValueAction } from './Components/Actions/SetBlackboardValueAction';
import { ModifyBlackboardValueAction, ModifyOperation } from './Components/Actions/ModifyBlackboardValueAction';
import { ExecuteAction, CustomActionFunction } from './Components/Actions/ExecuteAction';
// 导入条件组件
import { BlackboardCompareCondition, CompareOperator } from './Components/Conditions/BlackboardCompareCondition';
import { BlackboardExistsCondition } from './Components/Conditions/BlackboardExistsCondition';
import { RandomProbabilityCondition } from './Components/Conditions/RandomProbabilityCondition';
import { ExecuteCondition, CustomConditionFunction } from './Components/Conditions/ExecuteCondition';
// 导入装饰器组件
import { RepeaterNode } from './Components/Decorators/RepeaterNode';
import { InverterNode } from './Components/Decorators/InverterNode';
import { UntilSuccessNode } from './Components/Decorators/UntilSuccessNode';
import { UntilFailNode } from './Components/Decorators/UntilFailNode';
import { AlwaysSucceedNode } from './Components/Decorators/AlwaysSucceedNode';
import { AlwaysFailNode } from './Components/Decorators/AlwaysFailNode';
import { ConditionalNode } from './Components/Decorators/ConditionalNode';
import { CooldownNode } from './Components/Decorators/CooldownNode';
import { TimeoutNode } from './Components/Decorators/TimeoutNode';
import { BehaviorTreeData, BehaviorNodeData } from './Runtime/BehaviorTreeData';
import { NodeType } from './Types/TaskStatus';
/**
* 行为树构建器
*
* 提供流式 API构建行为树结构
*
* @example
* ```typescript
* const aiRoot = BehaviorTreeBuilder.create(scene, 'AI')
* .blackboard()
* .defineVariable('health', BlackboardValueType.Number, 100)
* .defineVariable('target', BlackboardValueType.Object, null)
* .endBlackboard()
* .selector('MainSelector')
* .sequence('AttackSequence')
* .condition((entity, blackboard) => {
* return blackboard?.getValue('health') > 50;
* })
* .action('Attack', (entity) => TaskStatus.Success)
* .end()
* .action('Flee', (entity) => TaskStatus.Success)
* .end()
* .build();
* ```
* 提供流式API构建行为树数据结构
*/
export class BehaviorTreeBuilder {
private scene: IScene;
private currentEntity: Entity;
private entityStack: Entity[] = [];
private blackboardEntity?: Entity;
private treeData: BehaviorTreeData;
private nodeStack: string[] = [];
private nodeIdCounter: number = 0;
private constructor(scene: IScene, rootName: string) {
this.scene = scene;
this.currentEntity = scene.createEntity(rootName);
private constructor(treeName: string) {
this.treeData = {
id: `tree_${Date.now()}`,
name: treeName,
rootNodeId: '',
nodes: new Map(),
blackboardVariables: new Map()
};
}
/**
* 创建行为树构建器
*
* @param scene 场景实例
* @param rootName 根节点名称
* @returns 构建器实例
* 创建构建器
*/
static create(scene: IScene, rootName: string = 'BehaviorTreeRoot'): BehaviorTreeBuilder {
return new BehaviorTreeBuilder(scene, rootName);
}
/**
* 添加黑板组件到根节点
*/
blackboard(): BehaviorTreeBuilder {
this.blackboardEntity = this.currentEntity;
this.currentEntity.addComponent(new BlackboardComponent());
return this;
static create(treeName: string = 'BehaviorTree'): BehaviorTreeBuilder {
return new BehaviorTreeBuilder(treeName);
}
/**
* 定义黑板变量
*/
defineVariable(
name: string,
type: BlackboardValueType,
initialValue: any,
options?: { readonly?: boolean; description?: string }
): BehaviorTreeBuilder {
if (!this.blackboardEntity) {
throw new Error('Must call blackboard() first');
defineBlackboardVariable(key: string, initialValue: any): BehaviorTreeBuilder {
if (!this.treeData.blackboardVariables) {
this.treeData.blackboardVariables = new Map();
}
const blackboard = this.blackboardEntity.getComponent(BlackboardComponent);
if (blackboard) {
blackboard.defineVariable(name, type, initialValue, options);
}
this.treeData.blackboardVariables.set(key, initialValue);
return this;
}
/**
* 结束黑板定义
* 添加序列节点
*/
endBlackboard(): BehaviorTreeBuilder {
this.blackboardEntity = undefined;
return this;
sequence(name?: string): BehaviorTreeBuilder {
return this.addCompositeNode('Sequence', name || 'Sequence');
}
/**
* 创建序列节点
* 添加选择器节点
*/
sequence(name: string = 'Sequence'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.Sequence);
selector(name?: string): BehaviorTreeBuilder {
return this.addCompositeNode('Selector', name || 'Selector');
}
/**
* 创建选择器节点
* 添加并行节点
*/
selector(name: string = 'Selector'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.Selector);
parallel(name?: string, config?: { successPolicy?: string; failurePolicy?: string }): BehaviorTreeBuilder {
return this.addCompositeNode('Parallel', name || 'Parallel', config);
}
/**
* 创建并行节点
* 添加并行选择器节点
*/
parallel(name: string = 'Parallel'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.Parallel);
parallelSelector(name?: string, config?: { failurePolicy?: string }): BehaviorTreeBuilder {
return this.addCompositeNode('ParallelSelector', name || 'ParallelSelector', config);
}
/**
* 创建并行选择器节点
* 添加随机序列节点
*/
parallelSelector(name: string = 'ParallelSelector'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.ParallelSelector);
randomSequence(name?: string): BehaviorTreeBuilder {
return this.addCompositeNode('RandomSequence', name || 'RandomSequence');
}
/**
* 创建随机序列节点
* 添加随机选择器节点
*/
randomSequence(name: string = 'RandomSequence'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.RandomSequence);
randomSelector(name?: string): BehaviorTreeBuilder {
return this.addCompositeNode('RandomSelector', name || 'RandomSelector');
}
/**
* 创建随机选择器节点
* 添加反转装饰器
*/
randomSelector(name: string = 'RandomSelector'): BehaviorTreeBuilder {
return this.composite(name, CompositeType.RandomSelector);
inverter(name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('Inverter', name || 'Inverter');
}
/**
* 创建复合节点
* 添加重复装饰器
*/
private composite(name: string, type: CompositeType): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Composite;
node.nodeName = name;
const composite = entity.addComponent(new CompositeNodeComponent());
composite.compositeType = type;
this.currentEntity = entity;
return this;
repeater(repeatCount: number, name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('Repeater', name || 'Repeater', { repeatCount });
}
/**
* 创建反转装饰器
* 添加总是成功装饰器
*/
inverter(name: string = 'Inverter'): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
entity.addComponent(new InverterNode());
this.currentEntity = entity;
return this;
alwaysSucceed(name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('AlwaysSucceed', name || 'AlwaysSucceed');
}
/**
* 创建重复装饰器
* 添加总是失败装饰器
*/
repeater(name: string = 'Repeater', count: number = -1, endOnFailure: boolean = false): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
const decorator = entity.addComponent(new RepeaterNode());
decorator.repeatCount = count;
decorator.endOnFailure = endOnFailure;
this.currentEntity = entity;
return this;
alwaysFail(name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('AlwaysFail', name || 'AlwaysFail');
}
/**
* 创建直到成功装饰器
* 添加直到成功装饰器
*/
untilSuccess(name: string = 'UntilSuccess'): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
entity.addComponent(new UntilSuccessNode());
this.currentEntity = entity;
return this;
untilSuccess(name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('UntilSuccess', name || 'UntilSuccess');
}
/**
* 创建直到失败装饰器
* 添加直到失败装饰器
*/
untilFail(name: string = 'UntilFail'): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
entity.addComponent(new UntilFailNode());
this.currentEntity = entity;
return this;
untilFail(name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('UntilFail', name || 'UntilFail');
}
/**
* 创建总是成功装饰器
* 添加条件装饰器
*/
alwaysSucceed(name: string = 'AlwaysSucceed'): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
entity.addComponent(new AlwaysSucceedNode());
this.currentEntity = entity;
return this;
conditional(blackboardKey: string, expectedValue: any, operator?: string, name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('Conditional', name || 'Conditional', {
blackboardKey,
expectedValue,
operator: operator || 'equals'
});
}
/**
* 创建总是失败装饰器
* 添加冷却装饰器
*/
alwaysFail(name: string = 'AlwaysFail'): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
entity.addComponent(new AlwaysFailNode());
this.currentEntity = entity;
return this;
cooldown(cooldownTime: number, name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('Cooldown', name || 'Cooldown', { cooldownTime });
}
/**
* 创建条件装饰器
* 添加超时装饰器
*/
conditional(name: string, conditionCode: string): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
const decorator = entity.addComponent(new ConditionalNode());
decorator.conditionCode = conditionCode;
this.currentEntity = entity;
return this;
timeout(timeout: number, name?: string): BehaviorTreeBuilder {
return this.addDecoratorNode('Timeout', name || 'Timeout', { timeout });
}
/**
* 创建冷却装饰器
* 添加等待动作
*/
cooldown(name: string = 'Cooldown', cooldownTime: number = 1.0): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
const decorator = entity.addComponent(new CooldownNode());
decorator.cooldownTime = cooldownTime;
this.currentEntity = entity;
return this;
wait(duration: number, name?: string): BehaviorTreeBuilder {
return this.addActionNode('Wait', name || 'Wait', { duration });
}
/**
* 创建超时装饰器
* 添加日志动作
*/
timeout(name: string = 'Timeout', timeoutDuration: number = 5.0): BehaviorTreeBuilder {
this.entityStack.push(this.currentEntity);
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Decorator;
node.nodeName = name;
const decorator = entity.addComponent(new TimeoutNode());
decorator.timeoutDuration = timeoutDuration;
this.currentEntity = entity;
return this;
log(message: string, name?: string): BehaviorTreeBuilder {
return this.addActionNode('Log', name || 'Log', { message });
}
/**
* 创建等待动作
* 添加设置黑板值动作
*/
wait(waitTime: number, name: string = 'Wait'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Action;
node.nodeName = name;
const action = entity.addComponent(new WaitAction());
action.waitTime = waitTime;
return this;
setBlackboardValue(key: string, value: any, name?: string): BehaviorTreeBuilder {
return this.addActionNode('SetBlackboardValue', name || 'SetBlackboardValue', { key, value });
}
/**
* 创建日志动作
* 添加修改黑板值动作
*/
log(message: string, level: 'log' | 'info' | 'warn' | 'error' = 'log', name: string = 'Log'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Action;
node.nodeName = name;
const action = entity.addComponent(new LogAction());
action.message = message;
action.level = level;
return this;
modifyBlackboardValue(key: string, operation: string, value: number, name?: string): BehaviorTreeBuilder {
return this.addActionNode('ModifyBlackboardValue', name || 'ModifyBlackboardValue', {
key,
operation,
value
});
}
/**
* 创建设置黑板值动作
* 添加执行动作
*/
setBlackboardValue(variableName: string, value: any, name: string = 'SetValue'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Action;
node.nodeName = name;
const action = entity.addComponent(new SetBlackboardValueAction());
action.variableName = variableName;
action.value = value;
return this;
executeAction(actionName: string, name?: string): BehaviorTreeBuilder {
return this.addActionNode('ExecuteAction', name || 'ExecuteAction', { actionName });
}
/**
* 创建修改黑板值动作
* 添加黑板比较条件
*/
modifyBlackboardValue(
variableName: string,
operation: ModifyOperation,
operand: any,
name: string = 'ModifyValue'
): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Action;
node.nodeName = name;
const action = entity.addComponent(new ModifyBlackboardValueAction());
action.variableName = variableName;
action.operation = operation;
action.operand = operand;
return this;
blackboardCompare(key: string, compareValue: any, operator?: string, name?: string): BehaviorTreeBuilder {
return this.addConditionNode('BlackboardCompare', name || 'BlackboardCompare', {
key,
compareValue,
operator: operator || 'equals'
});
}
/**
* 创建自定义动作
* 添加黑板存在检查条件
*/
action(name: string, func: CustomActionFunction): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Action;
node.nodeName = name;
const action = entity.addComponent(new ExecuteAction());
action.setFunction(func);
return this;
blackboardExists(key: string, name?: string): BehaviorTreeBuilder {
return this.addConditionNode('BlackboardExists', name || 'BlackboardExists', { key });
}
/**
* 创建黑板比较条件
* 添加随机概率条件
*/
compareBlackboardValue(
variableName: string,
operator: CompareOperator,
compareValue: any,
name: string = 'Compare'
): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Condition;
node.nodeName = name;
const condition = entity.addComponent(new BlackboardCompareCondition());
condition.variableName = variableName;
condition.operator = operator;
condition.compareValue = compareValue;
return this;
randomProbability(probability: number, name?: string): BehaviorTreeBuilder {
return this.addConditionNode('RandomProbability', name || 'RandomProbability', { probability });
}
/**
* 创建黑板变量存在条件
* 添加执行条件
*/
checkBlackboardExists(variableName: string, checkNotNull: boolean = false, name: string = 'Exists'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Condition;
node.nodeName = name;
const condition = entity.addComponent(new BlackboardExistsCondition());
condition.variableName = variableName;
condition.checkNotNull = checkNotNull;
return this;
}
/**
* 创建随机概率条件
*/
randomProbability(probability: number, name: string = 'Random'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Condition;
node.nodeName = name;
const condition = entity.addComponent(new RandomProbabilityCondition());
condition.probability = probability;
return this;
}
/**
* 创建自定义条件
*/
condition(func: CustomConditionFunction, name: string = 'Condition'): BehaviorTreeBuilder {
const entity = this.scene.createEntity(name);
this.currentEntity.addChild(entity);
const node = entity.addComponent(new BehaviorTreeNode());
node.nodeType = NodeType.Condition;
node.nodeName = name;
const condition = entity.addComponent(new ExecuteCondition());
condition.setFunction(func);
return this;
executeCondition(conditionName: string, name?: string): BehaviorTreeBuilder {
return this.addConditionNode('ExecuteCondition', name || 'ExecuteCondition', { conditionName });
}
/**
* 结束当前节点,返回父节点
*/
end(): BehaviorTreeBuilder {
if (this.entityStack.length === 0) {
throw new Error('No parent node to return to');
if (this.nodeStack.length > 0) {
this.nodeStack.pop();
}
this.currentEntity = this.entityStack.pop()!;
return this;
}
/**
* 构建并返回根节点实体
* 构建行为树数据
*/
build(): Entity {
// 确保返回到根节点
while (this.entityStack.length > 0) {
this.currentEntity = this.entityStack.pop()!;
build(): BehaviorTreeData {
if (!this.treeData.rootNodeId) {
throw new Error('No root node defined. Add at least one node to the tree.');
}
return this.treeData;
}
private addCompositeNode(implementationType: string, name: string, config: Record<string, any> = {}): BehaviorTreeBuilder {
const nodeId = this.generateNodeId();
const node: BehaviorNodeData = {
id: nodeId,
name,
nodeType: NodeType.Composite,
implementationType,
children: [],
config
};
this.treeData.nodes.set(nodeId, node);
if (!this.treeData.rootNodeId) {
this.treeData.rootNodeId = nodeId;
}
return this.currentEntity;
if (this.nodeStack.length > 0) {
const parentId = this.nodeStack[this.nodeStack.length - 1]!;
const parentNode = this.treeData.nodes.get(parentId);
if (parentNode && parentNode.children) {
parentNode.children.push(nodeId);
}
}
this.nodeStack.push(nodeId);
return this;
}
private addDecoratorNode(implementationType: string, name: string, config: Record<string, any> = {}): BehaviorTreeBuilder {
const nodeId = this.generateNodeId();
const node: BehaviorNodeData = {
id: nodeId,
name,
nodeType: NodeType.Decorator,
implementationType,
children: [],
config
};
this.treeData.nodes.set(nodeId, node);
if (!this.treeData.rootNodeId) {
this.treeData.rootNodeId = nodeId;
}
if (this.nodeStack.length > 0) {
const parentId = this.nodeStack[this.nodeStack.length - 1]!;
const parentNode = this.treeData.nodes.get(parentId);
if (parentNode && parentNode.children) {
parentNode.children.push(nodeId);
}
}
this.nodeStack.push(nodeId);
return this;
}
private addActionNode(implementationType: string, name: string, config: Record<string, any> = {}): BehaviorTreeBuilder {
const nodeId = this.generateNodeId();
const node: BehaviorNodeData = {
id: nodeId,
name,
nodeType: NodeType.Action,
implementationType,
config
};
this.treeData.nodes.set(nodeId, node);
if (!this.treeData.rootNodeId) {
this.treeData.rootNodeId = nodeId;
}
if (this.nodeStack.length > 0) {
const parentId = this.nodeStack[this.nodeStack.length - 1]!;
const parentNode = this.treeData.nodes.get(parentId);
if (parentNode && parentNode.children) {
parentNode.children.push(nodeId);
}
}
return this;
}
private addConditionNode(implementationType: string, name: string, config: Record<string, any> = {}): BehaviorTreeBuilder {
const nodeId = this.generateNodeId();
const node: BehaviorNodeData = {
id: nodeId,
name,
nodeType: NodeType.Condition,
implementationType,
config
};
this.treeData.nodes.set(nodeId, node);
if (!this.treeData.rootNodeId) {
this.treeData.rootNodeId = nodeId;
}
if (this.nodeStack.length > 0) {
const parentId = this.nodeStack[this.nodeStack.length - 1]!;
const parentNode = this.treeData.nodes.get(parentId);
if (parentNode && parentNode.children) {
parentNode.children.push(nodeId);
}
}
return this;
}
private generateNodeId(): string {
return `node_${this.nodeIdCounter++}`;
}
}

View File

@@ -1,11 +1,9 @@
import type { Core } from '@esengine/ecs-framework';
import type { ServiceContainer, IPlugin, IScene } from '@esengine/ecs-framework';
import { WorldManager } from '@esengine/ecs-framework';
import { LeafExecutionSystem } from './Systems/LeafExecutionSystem';
import { DecoratorExecutionSystem } from './Systems/DecoratorExecutionSystem';
import { CompositeExecutionSystem } from './Systems/CompositeExecutionSystem';
import { SubTreeExecutionSystem } from './Systems/SubTreeExecutionSystem';
import { BehaviorTreeExecutionSystem } from './Runtime/BehaviorTreeExecutionSystem';
import { GlobalBlackboardService } from './Services/GlobalBlackboardService';
import { BehaviorTreeAssetManager } from './Runtime/BehaviorTreeAssetManager';
/**
* 行为树插件
@@ -33,11 +31,12 @@ export class BehaviorTreePlugin implements IPlugin {
/**
* 安装插件
*/
async install(core: Core, services: ServiceContainer): Promise<void> {
async install(_core: Core, services: ServiceContainer): Promise<void> {
this.services = services;
// 注册全局黑板服务
// 注册全局服务
services.registerSingleton(GlobalBlackboardService);
services.registerSingleton(BehaviorTreeAssetManager);
this.worldManager = services.resolve(WorldManager);
}
@@ -46,9 +45,9 @@ export class BehaviorTreePlugin implements IPlugin {
* 卸载插件
*/
async uninstall(): Promise<void> {
// 注销全局黑板服务
if (this.services) {
this.services.unregister(GlobalBlackboardService);
this.services.unregister(BehaviorTreeAssetManager);
}
this.worldManager = null;
@@ -58,11 +57,7 @@ export class BehaviorTreePlugin implements IPlugin {
/**
* 为场景设置行为树系统
*
* 向场景添加所有必需的行为树系统
* - LeafExecutionSystem (updateOrder: 100)
* - DecoratorExecutionSystem (updateOrder: 200)
* - CompositeExecutionSystem (updateOrder: 300)
* - SubTreeExecutionSystem (updateOrder: 300)
* 向场景添加行为树执行系统
*
* @param scene 目标场景
*
@@ -73,10 +68,7 @@ export class BehaviorTreePlugin implements IPlugin {
* ```
*/
public setupScene(scene: IScene): void {
scene.addSystem(new LeafExecutionSystem());
scene.addSystem(new DecoratorExecutionSystem());
scene.addSystem(new CompositeExecutionSystem());
scene.addSystem(new SubTreeExecutionSystem());
scene.addSystem(new BehaviorTreeExecutionSystem());
}
/**

View File

@@ -1,179 +1,92 @@
import { Entity } from '@esengine/ecs-framework';
import { BehaviorTreeNode } from './Components/BehaviorTreeNode';
import { ActiveNode } from './Components/ActiveNode';
import { TaskStatus } from './Types/TaskStatus';
import { Entity, Core } from '@esengine/ecs-framework';
import { BehaviorTreeData } from './Runtime/BehaviorTreeData';
import { BehaviorTreeRuntimeComponent } from './Runtime/BehaviorTreeRuntimeComponent';
import { BehaviorTreeAssetManager } from './Runtime/BehaviorTreeAssetManager';
/**
* 行为树启动/停止辅助类
* 行为树启动辅助类
*
* 提供便捷方法来启动、停止和暂停行为树
* 提供便捷方法来启动、停止行为树
*/
export class BehaviorTreeStarter {
/**
* 启动行为树
*
* 给根节点添加 ActiveNode 组件,使行为树开始执行
*
* @param rootEntity 行为树根节点实体
*
* @example
* ```typescript
* const aiRoot = scene.createEntity('aiRoot');
* // ... 构建行为树结构
* BehaviorTreeStarter.start(aiRoot);
* ```
* @param entity 游戏实体
* @param treeData 行为树数据
* @param autoStart 是否自动开始执行
*/
static start(rootEntity: Entity): void {
if (!rootEntity.hasComponent(BehaviorTreeNode)) {
throw new Error('Entity must have BehaviorTreeNode component');
static start(entity: Entity, treeData: BehaviorTreeData, autoStart: boolean = true): void {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
assetManager.loadAsset(treeData);
let runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (!runtime) {
runtime = new BehaviorTreeRuntimeComponent();
entity.addComponent(runtime);
}
if (!rootEntity.hasComponent(ActiveNode)) {
rootEntity.addComponent(new ActiveNode());
runtime.treeAssetId = treeData.id;
runtime.autoStart = autoStart;
if (treeData.blackboardVariables) {
for (const [key, value] of treeData.blackboardVariables.entries()) {
runtime.setBlackboardValue(key, value);
}
}
if (autoStart) {
runtime.isRunning = true;
}
}
/**
* 停止行为树
*
* 移除所有节点的 ActiveNode 组件,停止执行
*
* @param rootEntity 行为树根节点实体
*
* @example
* ```typescript
* BehaviorTreeStarter.stop(aiRoot);
* ```
* @param entity 游戏实体
*/
static stop(rootEntity: Entity): void {
this.stopRecursive(rootEntity);
}
/**
* 递归停止所有子节点
*/
private static stopRecursive(entity: Entity): void {
// 移除活跃标记
if (entity.hasComponent(ActiveNode)) {
entity.removeComponentByType(ActiveNode);
}
// 重置节点状态
const node = entity.getComponent(BehaviorTreeNode);
if (node) {
node.reset();
}
// 递归处理子节点
for (const child of entity.children) {
this.stopRecursive(child);
static stop(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = false;
runtime.resetAllStates();
}
}
/**
* 暂停行为树
*
* 移除 ActiveNode 但保留节点状态,可以恢复执行
*
* @param rootEntity 行为树根节点实体
*
* @example
* ```typescript
* // 暂停
* BehaviorTreeStarter.pause(aiRoot);
*
* // 恢复
* BehaviorTreeStarter.resume(aiRoot);
* ```
* @param entity 游戏实体
*/
static pause(rootEntity: Entity): void {
this.pauseRecursive(rootEntity);
}
/**
* 递归暂停所有子节点
*/
private static pauseRecursive(entity: Entity): void {
// 只移除活跃标记,不重置状态
if (entity.hasComponent(ActiveNode)) {
entity.removeComponentByType(ActiveNode);
}
// 递归处理子节点
for (const child of entity.children) {
this.pauseRecursive(child);
static pause(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = false;
}
}
/**
* 恢复行为树执行
* 恢复行为树
*
* 从暂停状态恢复,重新添加 ActiveNode 到之前正在执行的节点
*
* @param rootEntity 行为树根节点实体
*
* @example
* ```typescript
* BehaviorTreeStarter.resume(aiRoot);
* ```
* @param entity 游戏实体
*/
static resume(rootEntity: Entity): void {
this.resumeRecursive(rootEntity);
}
/**
* 递归恢复所有正在执行的节点
*/
private static resumeRecursive(entity: Entity): void {
const node = entity.getComponent(BehaviorTreeNode);
if (!node) {
return;
}
// 如果节点状态是 Running恢复活跃标记
if (node.status === TaskStatus.Running) {
if (!entity.hasComponent(ActiveNode)) {
entity.addComponent(new ActiveNode());
}
}
// 递归处理子节点
for (const child of entity.children) {
this.resumeRecursive(child);
static resume(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.isRunning = true;
}
}
/**
* 重启行为树
*
* 停止并重置所有节点,然后重新启动
*
* @param rootEntity 行为树根节点实体
*
* @example
* ```typescript
* BehaviorTreeStarter.restart(aiRoot);
* ```
* @param entity 游戏实体
*/
static restart(rootEntity: Entity): void {
this.stop(rootEntity);
this.start(rootEntity);
}
/**
* 检查行为树是否正在运行
*
* @param rootEntity 行为树根节点实体
* @returns 是否正在运行
*
* @example
* ```typescript
* if (BehaviorTreeStarter.isRunning(aiRoot)) {
* console.log('AI is active');
* }
* ```
*/
static isRunning(rootEntity: Entity): boolean {
return rootEntity.hasComponent(ActiveNode);
static restart(entity: Entity): void {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
runtime.resetAllStates();
runtime.isRunning = true;
}
}
}

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@@ -1,87 +0,0 @@
import { Component, ECSComponent, Entity } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { BlackboardComponent } from '../BlackboardComponent';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 自定义动作函数类型
*/
export type CustomActionFunction = (
entity: Entity,
blackboard?: BlackboardComponent,
deltaTime?: number
) => TaskStatus;
/**
* 执行自定义函数动作组件
*
* 允许用户提供自定义的动作执行函数
*/
@BehaviorNode({
displayName: '自定义动作',
category: '动作',
type: NodeType.Action,
icon: 'Code',
description: '执行自定义代码',
color: '#FFC107'
})
@ECSComponent('ExecuteAction')
@Serializable({ version: 1 })
export class ExecuteAction extends Component {
@BehaviorProperty({
label: '动作代码',
type: 'code',
description: 'JavaScript 代码,返回 TaskStatus',
required: true
})
@Serialize()
actionCode?: string = 'return TaskStatus.Success;';
@Serialize()
parameters: Record<string, any> = {};
/** 编译后的函数(不序列化) */
@IgnoreSerialization()
private compiledFunction?: CustomActionFunction;
/**
* 获取或编译执行函数
*/
getFunction(): CustomActionFunction | undefined {
if (!this.compiledFunction && this.actionCode) {
try {
const func = new Function(
'entity',
'blackboard',
'deltaTime',
'parameters',
'TaskStatus',
`
const { Success, Failure, Running, Invalid } = TaskStatus;
try {
${this.actionCode}
} catch (error) {
return TaskStatus.Failure;
}
`
);
this.compiledFunction = (entity, blackboard, deltaTime) => {
return func(entity, blackboard, deltaTime, this.parameters, TaskStatus) || TaskStatus.Success;
};
} catch (error) {
return undefined;
}
}
return this.compiledFunction;
}
/**
* 设置自定义函数(运行时使用)
*/
setFunction(func: CustomActionFunction): void {
this.compiledFunction = func;
}
}

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@@ -1,49 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 日志动作组件
*
* 输出日志信息
*/
@BehaviorNode({
displayName: '日志',
category: '动作',
type: NodeType.Action,
icon: 'FileText',
description: '输出日志消息',
color: '#673AB7'
})
@ECSComponent('LogAction')
@Serializable({ version: 1 })
export class LogAction extends Component {
@BehaviorProperty({
label: '消息',
type: 'string',
required: true
})
@Serialize()
message: string = 'Hello';
@BehaviorProperty({
label: '级别',
type: 'select',
options: [
{ label: 'Log', value: 'log' },
{ label: 'Info', value: 'info' },
{ label: 'Warn', value: 'warn' },
{ label: 'Error', value: 'error' }
]
})
@Serialize()
level: 'log' | 'info' | 'warn' | 'error' = 'log';
@BehaviorProperty({
label: '包含实体信息',
type: 'boolean'
})
@Serialize()
includeEntityInfo: boolean = false;
}

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@@ -1,76 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 修改操作类型
*/
export enum ModifyOperation {
/** 加法 */
Add = 'add',
/** 减法 */
Subtract = 'subtract',
/** 乘法 */
Multiply = 'multiply',
/** 除法 */
Divide = 'divide',
/** 取模 */
Modulo = 'modulo',
/** 追加(数组/字符串) */
Append = 'append',
/** 移除(数组) */
Remove = 'remove'
}
/**
* 修改黑板变量值动作组件
*
* 对黑板变量执行数学或逻辑操作
*/
@BehaviorNode({
displayName: '修改变量',
category: '动作',
type: NodeType.Action,
icon: 'Calculator',
description: '对黑板变量执行数学或逻辑操作',
color: '#FF9800'
})
@ECSComponent('ModifyBlackboardValueAction')
@Serializable({ version: 1 })
export class ModifyBlackboardValueAction extends Component {
@BehaviorProperty({
label: '变量名',
type: 'variable',
required: true
})
@Serialize()
variableName: string = '';
@BehaviorProperty({
label: '操作类型',
type: 'select',
options: [
{ label: '加法', value: 'add' },
{ label: '减法', value: 'subtract' },
{ label: '乘法', value: 'multiply' },
{ label: '除法', value: 'divide' },
{ label: '取模', value: 'modulo' },
{ label: '追加', value: 'append' },
{ label: '移除', value: 'remove' }
]
})
@Serialize()
operation: ModifyOperation = ModifyOperation.Add;
@BehaviorProperty({
label: '操作数',
type: 'string',
description: '可以是固定值或变量引用 {{varName}}'
})
@Serialize()
operand: any = 0;
@Serialize()
force: boolean = false;
}

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@@ -1,43 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 设置黑板变量值动作组件
*
* 将指定值或另一个黑板变量的值设置到目标变量
*/
@BehaviorNode({
displayName: '设置变量',
category: '动作',
type: NodeType.Action,
icon: 'Edit',
description: '设置黑板变量的值',
color: '#3F51B5'
})
@ECSComponent('SetBlackboardValueAction')
@Serializable({ version: 1 })
export class SetBlackboardValueAction extends Component {
@BehaviorProperty({
label: '变量名',
type: 'variable',
required: true
})
@Serialize()
variableName: string = '';
@BehaviorProperty({
label: '值',
type: 'string',
description: '可以使用 {{varName}} 引用其他变量'
})
@Serialize()
value: any = '';
@Serialize()
sourceVariable?: string;
@Serialize()
force: boolean = false;
}

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@@ -1,43 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 等待动作组件
*
* 等待指定时间后返回成功
*/
@BehaviorNode({
displayName: '等待',
category: '动作',
type: NodeType.Action,
icon: 'Clock',
description: '等待指定时间',
color: '#9E9E9E'
})
@ECSComponent('WaitAction')
@Serializable({ version: 1 })
export class WaitAction extends Component {
@BehaviorProperty({
label: '等待时间',
type: 'number',
min: 0,
step: 0.1,
description: '等待时间(秒)',
required: true
})
@Serialize()
waitTime: number = 1.0;
/** 已等待时间(秒) */
@IgnoreSerialization()
elapsedTime: number = 0;
/**
* 重置等待状态
*/
reset(): void {
this.elapsedTime = 0;
}
}

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@@ -1,20 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
/**
* 活跃节点标记组件
*
* 标记当前应该被执行的节点。
* 只有带有此组件的节点才会被各个执行系统处理。
*
* 这是一个标记组件Tag Component不包含数据只用于标识。
*
* 执行流程:
* 1. 初始时只有根节点带有 ActiveNode
* 2. 父节点决定激活哪个子节点时,为子节点添加 ActiveNode
* 3. 节点执行完成后移除 ActiveNode
* 4. 通过这种方式实现按需执行,避免每帧遍历整棵树
*/
@ECSComponent('ActiveNode')
export class ActiveNode extends Component {
// 标记组件,无需数据字段
}

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@@ -1,61 +0,0 @@
import { Component, ECSComponent, Serializable, Serialize } from '@esengine/ecs-framework';
/**
* 资产元数据组件
*
* 附加到从资产实例化的行为树根节点上,
* 用于标记资产ID和版本信息便于循环引用检测和调试。
*
* @example
* ```typescript
* const rootEntity = BehaviorTreeAssetLoader.instantiate(asset, scene);
*
* // 添加元数据
* const metadata = rootEntity.addComponent(new BehaviorTreeAssetMetadata());
* metadata.assetId = 'patrol';
* metadata.assetVersion = '1.0.0';
* ```
*/
@ECSComponent('BehaviorTreeAssetMetadata')
@Serializable({ version: 1 })
export class BehaviorTreeAssetMetadata extends Component {
/**
* 资产ID
*/
@Serialize()
assetId: string = '';
/**
* 资产版本
*/
@Serialize()
assetVersion: string = '';
/**
* 资产名称
*/
@Serialize()
assetName: string = '';
/**
* 加载时间
*/
@Serialize()
loadedAt: number = 0;
/**
* 资产描述
*/
@Serialize()
description: string = '';
/**
* 初始化
*/
initialize(assetId: string, assetVersion: string, assetName?: string): void {
this.assetId = assetId;
this.assetVersion = assetVersion;
this.assetName = assetName || assetId;
this.loadedAt = Date.now();
}
}

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@@ -1,44 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { TaskStatus, NodeType } from '../Types/TaskStatus';
/**
* 行为树节点基础组件
*
* 所有行为树节点都必须包含此组件
*/
@ECSComponent('BehaviorTreeNode')
@Serializable({ version: 1 })
export class BehaviorTreeNode extends Component {
/** 节点类型 */
@Serialize()
nodeType: NodeType = NodeType.Action;
/** 节点名称(用于调试) */
@Serialize()
nodeName: string = 'Node';
/** 当前执行状态 */
@IgnoreSerialization()
status: TaskStatus = TaskStatus.Invalid;
/** 当前执行的子节点索引(用于复合节点) */
@IgnoreSerialization()
currentChildIndex: number = 0;
/**
* 重置节点状态
*/
reset(): void {
this.status = TaskStatus.Invalid;
this.currentChildIndex = 0;
}
/**
* 标记节点为失效(递归重置子节点)
* 注意:此方法只重置当前节点,子节点需要在 System 中处理
*/
invalidate(): void {
this.reset();
}
}

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@@ -1,201 +0,0 @@
import { Component, ECSComponent, Core } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { BlackboardValueType } from '../Types/TaskStatus';
import { GlobalBlackboardService } from '../Services/GlobalBlackboardService';
/**
* 黑板变量定义
*/
export interface BlackboardVariable {
name: string;
type: BlackboardValueType;
value: any;
readonly?: boolean;
description?: string;
}
/**
* 黑板组件 - 用于节点间共享数据
*
* 支持分层查找:
* 1. 先查找本地变量
* 2. 如果找不到,自动查找全局 Blackboard
*
* 通常附加到行为树的根节点上
*/
@ECSComponent('Blackboard')
@Serializable({ version: 1 })
export class BlackboardComponent extends Component {
/** 存储的本地变量 */
@Serialize()
private variables: Map<string, BlackboardVariable> = new Map();
/** 是否启用全局 Blackboard 查找 */
private useGlobalBlackboard: boolean = true;
/**
* 定义一个新变量
*/
defineVariable(
name: string,
type: BlackboardValueType,
initialValue: any,
options?: {
readonly?: boolean;
description?: string;
}
): void {
this.variables.set(name, {
name,
type,
value: initialValue,
readonly: options?.readonly ?? false,
description: options?.description
});
}
/**
* 获取变量值
* 先查找本地变量,找不到则查找全局变量
*/
getValue<T = any>(name: string): T | undefined {
const variable = this.variables.get(name);
if (variable !== undefined) {
return variable.value as T;
}
if (this.useGlobalBlackboard) {
return Core.services.resolve(GlobalBlackboardService).getValue<T>(name);
}
return undefined;
}
/**
* 获取本地变量值(不查找全局)
*/
getLocalValue<T = any>(name: string): T | undefined {
const variable = this.variables.get(name);
return variable?.value as T;
}
/**
* 设置变量值
* 优先设置本地变量,如果本地不存在且全局存在,则设置全局变量
*/
setValue(name: string, value: any, force: boolean = false): boolean {
const variable = this.variables.get(name);
if (variable) {
if (variable.readonly && !force) {
return false;
}
variable.value = value;
return true;
}
if (this.useGlobalBlackboard) {
return Core.services.resolve(GlobalBlackboardService).setValue(name, value, force);
}
return false;
}
/**
* 设置本地变量值(不影响全局)
*/
setLocalValue(name: string, value: any, force: boolean = false): boolean {
const variable = this.variables.get(name);
if (!variable) {
return false;
}
if (variable.readonly && !force) {
return false;
}
variable.value = value;
return true;
}
/**
* 检查变量是否存在(包括本地和全局)
*/
hasVariable(name: string): boolean {
if (this.variables.has(name)) {
return true;
}
if (this.useGlobalBlackboard) {
return Core.services.resolve(GlobalBlackboardService).hasVariable(name);
}
return false;
}
/**
* 检查本地变量是否存在
*/
hasLocalVariable(name: string): boolean {
return this.variables.has(name);
}
/**
* 删除变量
*/
removeVariable(name: string): boolean {
return this.variables.delete(name);
}
/**
* 获取所有变量名
*/
getVariableNames(): string[] {
return Array.from(this.variables.keys());
}
/**
* 清空所有本地变量
*/
clear(): void {
this.variables.clear();
}
/**
* 启用/禁用全局 Blackboard 查找
*/
setUseGlobalBlackboard(enabled: boolean): void {
this.useGlobalBlackboard = enabled;
}
/**
* 是否启用全局 Blackboard 查找
*/
isUsingGlobalBlackboard(): boolean {
return this.useGlobalBlackboard;
}
/**
* 获取所有变量(包括本地和全局)
*/
getAllVariables(): BlackboardVariable[] {
const locals = Array.from(this.variables.values());
if (this.useGlobalBlackboard) {
const globals = Core.services.resolve(GlobalBlackboardService).getAllVariables();
const localNames = new Set(this.variables.keys());
const filteredGlobals = globals.filter(v => !localNames.has(v.name));
return [...locals, ...filteredGlobals];
}
return locals;
}
/**
* 获取全局 Blackboard 服务的引用
*/
static getGlobalBlackboard(): GlobalBlackboardService {
return Core.services.resolve(GlobalBlackboardService);
}
}

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@@ -1,66 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { CompositeType } from '../Types/TaskStatus';
/**
* 复合节点组件
*
* 用于标识复合节点类型Sequence, Selector, Parallel等
*/
@ECSComponent('CompositeNode')
@Serializable({ version: 1 })
export class CompositeNodeComponent extends Component {
/** 复合节点类型 */
@Serialize()
compositeType: CompositeType = CompositeType.Sequence;
/** 随机化的子节点索引顺序 */
protected shuffledIndices: number[] = [];
/** 是否在重启时重新洗牌(子类可选) */
protected reshuffleOnRestart: boolean = true;
/**
* 获取下一个子节点索引
*/
getNextChildIndex(currentIndex: number, totalChildren: number): number {
// 对于随机类型,使用洗牌后的索引
if (this.compositeType === CompositeType.RandomSequence ||
this.compositeType === CompositeType.RandomSelector) {
// 首次执行或需要重新洗牌
if (this.shuffledIndices.length === 0 || currentIndex === 0 && this.reshuffleOnRestart) {
this.shuffleIndices(totalChildren);
}
if (currentIndex < this.shuffledIndices.length) {
return this.shuffledIndices[currentIndex];
}
return totalChildren; // 结束
}
// 普通顺序执行
return currentIndex;
}
/**
* 洗牌子节点索引
*/
private shuffleIndices(count: number): void {
this.shuffledIndices = Array.from({ length: count }, (_, i) => i);
// Fisher-Yates 洗牌算法
for (let i = this.shuffledIndices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
[this.shuffledIndices[i], this.shuffledIndices[j]] =
[this.shuffledIndices[j], this.shuffledIndices[i]];
}
}
/**
* 重置洗牌状态
*/
resetShuffle(): void {
this.shuffledIndices = [];
}
}

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@@ -1,51 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 并行节点
*
* 同时执行所有子节点
*/
@BehaviorNode({
displayName: '并行',
category: '组合',
type: NodeType.Composite,
icon: 'Layers',
description: '同时执行所有子节点',
color: '#CDDC39'
})
@ECSComponent('ParallelNode')
@Serializable({ version: 1 })
export class ParallelNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '成功策略',
type: 'select',
description: '多少个子节点成功时整体成功',
options: [
{ label: '全部成功', value: 'all' },
{ label: '任意一个成功', value: 'one' }
]
})
@Serialize()
successPolicy: 'all' | 'one' = 'all';
@BehaviorProperty({
label: '失败策略',
type: 'select',
description: '多少个子节点失败时整体失败',
options: [
{ label: '任意一个失败', value: 'one' },
{ label: '全部失败', value: 'all' }
]
})
@Serialize()
failurePolicy: 'one' | 'all' = 'one';
constructor() {
super();
this.compositeType = CompositeType.Parallel;
}
}

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@@ -1,39 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 并行选择节点
*
* 并行执行子节点,任一成功则成功
*/
@BehaviorNode({
displayName: '并行选择',
category: '组合',
type: NodeType.Composite,
icon: 'Sparkles',
description: '并行执行子节点,任一成功则成功',
color: '#FFC107'
})
@ECSComponent('ParallelSelectorNode')
@Serializable({ version: 1 })
export class ParallelSelectorNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '失败策略',
type: 'select',
description: '多少个子节点失败时整体失败',
options: [
{ label: '任意一个失败', value: 'one' },
{ label: '全部失败', value: 'all' }
]
})
@Serialize()
failurePolicy: 'one' | 'all' = 'all';
constructor() {
super();
this.compositeType = CompositeType.ParallelSelector;
}
}

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@@ -1,35 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 随机选择节点
*
* 随机顺序执行子节点选择
*/
@BehaviorNode({
displayName: '随机选择',
category: '组合',
type: NodeType.Composite,
icon: 'Dices',
description: '随机顺序执行子节点选择',
color: '#F44336'
})
@ECSComponent('RandomSelectorNode')
@Serializable({ version: 1 })
export class RandomSelectorNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '重启时重新洗牌',
type: 'boolean',
description: '每次重启时是否重新随机子节点顺序'
})
@Serialize()
override reshuffleOnRestart: boolean = true;
constructor() {
super();
this.compositeType = CompositeType.RandomSelector;
}
}

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@@ -1,35 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 随机序列节点
*
* 随机顺序执行子节点序列
*/
@BehaviorNode({
displayName: '随机序列',
category: '组合',
type: NodeType.Composite,
icon: 'Shuffle',
description: '随机顺序执行子节点序列',
color: '#FF5722'
})
@ECSComponent('RandomSequenceNode')
@Serializable({ version: 1 })
export class RandomSequenceNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '重启时重新洗牌',
type: 'boolean',
description: '每次重启时是否重新随机子节点顺序'
})
@Serialize()
override reshuffleOnRestart: boolean = true;
constructor() {
super();
this.compositeType = CompositeType.RandomSequence;
}
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, CompositeType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 根节点
*
* 行为树的根节点,简单地激活第一个子节点
*/
@BehaviorNode({
displayName: '根节点',
category: '根节点',
type: NodeType.Composite,
icon: 'TreePine',
description: '行为树的根节点',
color: '#FFD700'
})
@ECSComponent('RootNode')
@Serializable({ version: 1 })
export class RootNode extends CompositeNodeComponent {
constructor() {
super();
this.compositeType = CompositeType.Sequence;
}
}

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@@ -1,41 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType, AbortType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 选择节点
*
* 按顺序执行子节点,任一成功则成功
*/
@BehaviorNode({
displayName: '选择',
category: '组合',
type: NodeType.Composite,
icon: 'GitBranch',
description: '按顺序执行子节点,任一成功则成功',
color: '#8BC34A'
})
@ECSComponent('SelectorNode')
@Serializable({ version: 1 })
export class SelectorNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '中止类型',
type: 'select',
description: '条件变化时的中止行为',
options: [
{ label: '无', value: 'none' },
{ label: '自身', value: 'self' },
{ label: '低优先级', value: 'lower-priority' },
{ label: '两者', value: 'both' }
]
})
@Serialize()
abortType: AbortType = AbortType.None;
constructor() {
super();
this.compositeType = CompositeType.Selector;
}
}

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@@ -1,41 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType, CompositeType, AbortType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
/**
* 序列节点
*
* 按顺序执行所有子节点,全部成功才成功
*/
@BehaviorNode({
displayName: '序列',
category: '组合',
type: NodeType.Composite,
icon: 'List',
description: '按顺序执行子节点,全部成功才成功',
color: '#4CAF50'
})
@ECSComponent('SequenceNode')
@Serializable({ version: 1 })
export class SequenceNode extends CompositeNodeComponent {
@BehaviorProperty({
label: '中止类型',
type: 'select',
description: '条件变化时的中止行为',
options: [
{ label: '无', value: 'none' },
{ label: '自身', value: 'self' },
{ label: '低优先级', value: 'lower-priority' },
{ label: '两者', value: 'both' }
]
})
@Serialize()
abortType: AbortType = AbortType.None;
constructor() {
super();
this.compositeType = CompositeType.Sequence;
}
}

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@@ -1,172 +0,0 @@
import { ECSComponent, Serializable, Serialize, Entity } from '@esengine/ecs-framework';
import { CompositeNodeComponent } from '../CompositeNodeComponent';
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* SubTree 节点 - 引用其他行为树作为子树
*
* 允许将其他行为树嵌入到当前树中,实现行为树的复用和模块化。
*
* 注意SubTreeNode 是一个特殊的叶子节点,它不会执行编辑器中静态连接的子节点,
* 只会执行从 assetId 动态加载的外部行为树文件。
*
* @example
* ```typescript
* const subTree = entity.addComponent(SubTreeNode);
* subTree.assetId = 'patrol';
* subTree.inheritParentBlackboard = true;
* ```
*/
@BehaviorNode({
displayName: '子树',
category: '组合',
type: NodeType.Composite,
icon: 'GitBranch',
description: '引用并执行外部行为树文件(不支持静态子节点)',
color: '#FF9800',
requiresChildren: false
})
@ECSComponent('SubTreeNode')
@Serializable({ version: 1 })
export class SubTreeNode extends CompositeNodeComponent {
/**
* 引用的子树资产ID
* 逻辑标识符,例如 'patrol' 或 'ai/patrol'
* 实际的文件路径由 AssetLoader 决定
*/
@BehaviorProperty({
label: '资产ID',
type: 'asset',
description: '要引用的行为树资产ID'
})
@Serialize()
assetId: string = '';
/**
* 是否将父黑板传递给子树
*
* - true: 子树可以访问和修改父树的黑板变量
* - false: 子树使用独立的黑板实例
*/
@BehaviorProperty({
label: '继承父黑板',
type: 'boolean',
description: '子树是否可以访问父树的黑板变量'
})
@Serialize()
inheritParentBlackboard: boolean = true;
/**
* 子树执行失败时是否传播失败状态
*
* - true: 子树失败时SubTree 节点返回 Failure
* - false: 子树失败时SubTree 节点返回 Success忽略失败
*/
@BehaviorProperty({
label: '传播失败',
type: 'boolean',
description: '子树失败时是否传播失败状态'
})
@Serialize()
propagateFailure: boolean = true;
/**
* 是否在行为树启动时预加载子树
*
* - true: 在根节点开始执行前预加载此子树,确保执行时子树已就绪
* - false: 运行时异步加载,执行到此节点时才开始加载(可能会有延迟)
*/
@BehaviorProperty({
label: '预加载',
type: 'boolean',
description: '在行为树启动时预加载子树,避免运行时加载延迟'
})
@Serialize()
preload: boolean = true;
/**
* 子树的根实体(运行时)
* 在执行时动态创建,执行结束后销毁
*/
private subTreeRoot?: Entity;
/**
* 子树是否已完成
*/
private subTreeCompleted: boolean = false;
/**
* 子树的最终状态
*/
private subTreeResult: TaskStatus = TaskStatus.Invalid;
/**
* 获取子树根实体
*/
getSubTreeRoot(): Entity | undefined {
return this.subTreeRoot;
}
/**
* 设置子树根实体(由执行系统调用)
*/
setSubTreeRoot(root: Entity | undefined): void {
this.subTreeRoot = root;
this.subTreeCompleted = false;
this.subTreeResult = TaskStatus.Invalid;
}
/**
* 标记子树完成(由执行系统调用)
*/
markSubTreeCompleted(result: TaskStatus): void {
this.subTreeCompleted = true;
this.subTreeResult = result;
}
/**
* 检查子树是否已完成
*/
isSubTreeCompleted(): boolean {
return this.subTreeCompleted;
}
/**
* 获取子树执行结果
*/
getSubTreeResult(): TaskStatus {
return this.subTreeResult;
}
/**
* 重置子树状态
*/
reset(): void {
this.subTreeRoot = undefined;
this.subTreeCompleted = false;
this.subTreeResult = TaskStatus.Invalid;
}
/**
* 重置完成状态(用于复用预加载的子树)
* 保留子树根引用,只重置完成标记
*/
resetCompletionState(): void {
this.subTreeCompleted = false;
this.subTreeResult = TaskStatus.Invalid;
}
/**
* 验证配置
*/
validate(): string[] {
const errors: string[] = [];
if (!this.assetId || this.assetId.trim() === '') {
errors.push('SubTree 节点必须指定资产ID');
}
return errors;
}
}

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@@ -1,83 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 比较运算符
*/
export enum CompareOperator {
/** 等于 */
Equal = 'equal',
/** 不等于 */
NotEqual = 'notEqual',
/** 大于 */
Greater = 'greater',
/** 大于等于 */
GreaterOrEqual = 'greaterOrEqual',
/** 小于 */
Less = 'less',
/** 小于等于 */
LessOrEqual = 'lessOrEqual',
/** 包含(字符串/数组) */
Contains = 'contains',
/** 正则匹配 */
Matches = 'matches'
}
/**
* 黑板变量比较条件组件
*
* 比较黑板变量与指定值或另一个变量
*/
@BehaviorNode({
displayName: '比较变量',
category: '条件',
type: NodeType.Condition,
icon: 'Scale',
description: '比较黑板变量与指定值',
color: '#2196F3'
})
@ECSComponent('BlackboardCompareCondition')
@Serializable({ version: 1 })
export class BlackboardCompareCondition extends Component {
@BehaviorProperty({
label: '变量名',
type: 'variable',
required: true
})
@Serialize()
variableName: string = '';
@BehaviorProperty({
label: '运算符',
type: 'select',
options: [
{ label: '等于', value: 'equal' },
{ label: '不等于', value: 'notEqual' },
{ label: '大于', value: 'greater' },
{ label: '大于等于', value: 'greaterOrEqual' },
{ label: '小于', value: 'less' },
{ label: '小于等于', value: 'lessOrEqual' },
{ label: '包含', value: 'contains' },
{ label: '正则匹配', value: 'matches' }
]
})
@Serialize()
operator: CompareOperator = CompareOperator.Equal;
@BehaviorProperty({
label: '比较值',
type: 'string',
description: '可以是固定值或变量引用 {{varName}}'
})
@Serialize()
compareValue: any = null;
@BehaviorProperty({
label: '反转结果',
type: 'boolean'
})
@Serialize()
invertResult: boolean = false;
}

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@@ -1,45 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 黑板变量存在性检查条件组件
*
* 检查黑板变量是否存在
*/
@BehaviorNode({
displayName: '检查变量存在',
category: '条件',
type: NodeType.Condition,
icon: 'Search',
description: '检查黑板变量是否存在',
color: '#00BCD4'
})
@ECSComponent('BlackboardExistsCondition')
@Serializable({ version: 1 })
export class BlackboardExistsCondition extends Component {
@BehaviorProperty({
label: '变量名',
type: 'variable',
required: true
})
@Serialize()
variableName: string = '';
@BehaviorProperty({
label: '检查非空',
type: 'boolean',
description: '检查值不为 null/undefined'
})
@Serialize()
checkNotNull: boolean = false;
@BehaviorProperty({
label: '反转结果',
type: 'boolean',
description: '检查不存在'
})
@Serialize()
invertResult: boolean = false;
}

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@@ -1,92 +0,0 @@
import { Component, ECSComponent, Entity } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { BlackboardComponent } from '../BlackboardComponent';
/**
* 自定义条件函数类型
*/
export type CustomConditionFunction = (
entity: Entity,
blackboard?: BlackboardComponent,
deltaTime?: number
) => boolean;
/**
* 执行自定义条件组件
*
* 允许用户提供自定义的条件检查函数
*/
@BehaviorNode({
displayName: '自定义条件',
category: '条件',
type: NodeType.Condition,
icon: 'Code',
description: '执行自定义条件代码',
color: '#9C27B0'
})
@ECSComponent('ExecuteCondition')
@Serializable({ version: 1 })
export class ExecuteCondition extends Component {
@BehaviorProperty({
label: '条件代码',
type: 'code',
description: 'JavaScript 代码,返回 boolean',
required: true
})
@Serialize()
conditionCode?: string;
@Serialize()
parameters: Record<string, any> = {};
@BehaviorProperty({
label: '反转结果',
type: 'boolean'
})
@Serialize()
invertResult: boolean = false;
/** 编译后的函数(不序列化) */
@IgnoreSerialization()
private compiledFunction?: CustomConditionFunction;
/**
* 获取或编译条件函数
*/
getFunction(): CustomConditionFunction | undefined {
if (!this.compiledFunction && this.conditionCode) {
try {
const func = new Function(
'entity',
'blackboard',
'deltaTime',
'parameters',
`
try {
${this.conditionCode}
} catch (error) {
return false;
}
`
);
this.compiledFunction = (entity, blackboard, deltaTime) => {
return Boolean(func(entity, blackboard, deltaTime, this.parameters));
};
} catch (error) {
return undefined;
}
}
return this.compiledFunction;
}
/**
* 设置自定义函数(运行时使用)
*/
setFunction(func: CustomConditionFunction): void {
this.compiledFunction = func;
}
}

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@@ -1,61 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { NodeType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
/**
* 随机概率条件组件
*
* 根据概率返回成功或失败
*/
@BehaviorNode({
displayName: '随机概率',
category: '条件',
type: NodeType.Condition,
icon: 'Dice',
description: '根据概率返回成功或失败',
color: '#E91E63'
})
@ECSComponent('RandomProbabilityCondition')
@Serializable({ version: 1 })
export class RandomProbabilityCondition extends Component {
@BehaviorProperty({
label: '成功概率',
type: 'number',
min: 0,
max: 1,
step: 0.1,
description: '0.0 - 1.0',
required: true
})
@Serialize()
probability: number = 0.5;
@BehaviorProperty({
label: '总是重新随机',
type: 'boolean',
description: 'false则第一次随机后固定结果'
})
@Serialize()
alwaysRandomize: boolean = true;
/** 缓存的随机结果(不序列化) */
private cachedResult?: boolean;
/**
* 评估随机概率
*/
evaluate(): boolean {
if (this.alwaysRandomize || this.cachedResult === undefined) {
this.cachedResult = Math.random() < this.probability;
}
return this.cachedResult;
}
/**
* 重置缓存
*/
reset(): void {
this.cachedResult = undefined;
}
}

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@@ -1,18 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize } from '@esengine/ecs-framework';
import { DecoratorType } from '../Types/TaskStatus';
/**
* 装饰器节点组件基类
*
* 只包含通用的装饰器类型标识
* 具体的属性由各个子类自己定义
*/
@ECSComponent('DecoratorNode')
@Serializable({ version: 1 })
export class DecoratorNodeComponent extends Component {
/** 装饰器类型 */
@Serialize()
decoratorType: DecoratorType = DecoratorType.Inverter;
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 总是失败节点
*
* 无论子节点结果如何都返回失败
*/
@BehaviorNode({
displayName: '总是失败',
category: '装饰器',
type: NodeType.Decorator,
icon: 'ThumbsDown',
description: '无论子节点结果如何都返回失败',
color: '#FF5722'
})
@ECSComponent('AlwaysFailNode')
@Serializable({ version: 1 })
export class AlwaysFailNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.AlwaysFail;
}
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 总是成功节点
*
* 无论子节点结果如何都返回成功
*/
@BehaviorNode({
displayName: '总是成功',
category: '装饰器',
type: NodeType.Decorator,
icon: 'ThumbsUp',
description: '无论子节点结果如何都返回成功',
color: '#8BC34A'
})
@ECSComponent('AlwaysSucceedNode')
@Serializable({ version: 1 })
export class AlwaysSucceedNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.AlwaysSucceed;
}
}

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import { ECSComponent, Entity } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
import { BlackboardComponent } from '../BlackboardComponent';
/**
* 条件装饰器节点
*
* 基于条件判断是否执行子节点
*/
@BehaviorNode({
displayName: '条件装饰器',
category: '装饰器',
type: NodeType.Decorator,
icon: 'Filter',
description: '基于条件判断是否执行子节点',
color: '#3F51B5'
})
@ECSComponent('ConditionalNode')
@Serializable({ version: 1 })
export class ConditionalNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.Conditional;
}
@BehaviorProperty({
label: '条件代码',
type: 'code',
description: 'JavaScript 代码,返回 boolean',
required: true
})
@Serialize()
conditionCode?: string;
@BehaviorProperty({
label: '重新评估条件',
type: 'boolean',
description: '每次执行时是否重新评估条件'
})
@Serialize()
shouldReevaluate: boolean = true;
/** 编译后的条件函数(不序列化) */
@IgnoreSerialization()
private compiledCondition?: (entity: Entity, blackboard?: BlackboardComponent) => boolean;
/**
* 评估条件
*/
evaluateCondition(entity: Entity, blackboard?: BlackboardComponent): boolean {
if (!this.conditionCode) {
return false;
}
if (!this.compiledCondition) {
try {
const func = new Function(
'entity',
'blackboard',
`
try {
return Boolean(${this.conditionCode});
} catch (error) {
return false;
}
`
);
this.compiledCondition = (entity, blackboard) => {
return Boolean(func(entity, blackboard));
};
} catch (error) {
return false;
}
}
return this.compiledCondition(entity, blackboard);
}
/**
* 设置条件函数(运行时使用)
*/
setConditionFunction(func: (entity: Entity, blackboard?: BlackboardComponent) => boolean): void {
this.compiledCondition = func;
}
}

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@@ -1,67 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 冷却节点
*
* 在冷却时间内阻止子节点执行
*/
@BehaviorNode({
displayName: '冷却',
category: '装饰器',
type: NodeType.Decorator,
icon: 'Timer',
description: '在冷却时间内阻止子节点执行',
color: '#00BCD4'
})
@ECSComponent('CooldownNode')
@Serializable({ version: 1 })
export class CooldownNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.Cooldown;
}
@BehaviorProperty({
label: '冷却时间',
type: 'number',
min: 0,
step: 0.1,
description: '冷却时间(秒)',
required: true
})
@Serialize()
cooldownTime: number = 1.0;
/** 上次执行时间 */
@IgnoreSerialization()
lastExecutionTime: number = 0;
/**
* 检查是否可以执行
*/
canExecute(currentTime: number): boolean {
// 如果从未执行过,允许执行
if (this.lastExecutionTime === 0) {
return true;
}
return currentTime - this.lastExecutionTime >= this.cooldownTime;
}
/**
* 记录执行时间
*/
recordExecution(currentTime: number): void {
this.lastExecutionTime = currentTime;
}
/**
* 重置状态
*/
reset(): void {
this.lastExecutionTime = 0;
}
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 反转节点
*
* 反转子节点的执行结果
*/
@BehaviorNode({
displayName: '反转',
category: '装饰器',
type: NodeType.Decorator,
icon: 'RotateCcw',
description: '反转子节点的执行结果',
color: '#607D8B'
})
@ECSComponent('InverterNode')
@Serializable({ version: 1 })
export class InverterNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.Inverter;
}
}

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@@ -1,74 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 重复节点
*
* 重复执行子节点指定次数
*/
@BehaviorNode({
displayName: '重复',
category: '装饰器',
type: NodeType.Decorator,
icon: 'Repeat',
description: '重复执行子节点指定次数',
color: '#9E9E9E'
})
@ECSComponent('RepeaterNode')
@Serializable({ version: 1 })
export class RepeaterNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.Repeater;
}
@BehaviorProperty({
label: '重复次数',
type: 'number',
min: -1,
step: 1,
description: '-1表示无限重复',
required: true
})
@Serialize()
repeatCount: number = 1;
@BehaviorProperty({
label: '失败时停止',
type: 'boolean',
description: '子节点失败时是否停止重复'
})
@Serialize()
endOnFailure: boolean = false;
/** 当前已重复次数 */
@IgnoreSerialization()
currentRepeatCount: number = 0;
/**
* 增加重复计数
*/
incrementRepeat(): void {
this.currentRepeatCount++;
}
/**
* 检查是否应该继续重复
*/
shouldContinueRepeat(): boolean {
if (this.repeatCount === -1) {
return true;
}
return this.currentRepeatCount < this.repeatCount;
}
/**
* 重置状态
*/
reset(): void {
this.currentRepeatCount = 0;
}
}

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@@ -1,68 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode, BehaviorProperty } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 超时节点
*
* 子节点执行超时则返回失败
*/
@BehaviorNode({
displayName: '超时',
category: '装饰器',
type: NodeType.Decorator,
icon: 'Clock',
description: '子节点执行超时则返回失败',
color: '#FF9800'
})
@ECSComponent('TimeoutNode')
@Serializable({ version: 1 })
export class TimeoutNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.Timeout;
}
@BehaviorProperty({
label: '超时时间',
type: 'number',
min: 0,
step: 0.1,
description: '超时时间(秒)',
required: true
})
@Serialize()
timeoutDuration: number = 5.0;
/** 开始执行时间 */
@IgnoreSerialization()
startTime: number = 0;
/**
* 记录开始时间
*/
recordStartTime(currentTime: number): void {
if (this.startTime === 0) {
this.startTime = currentTime;
}
}
/**
* 检查是否超时
*/
isTimeout(currentTime: number): boolean {
if (this.startTime === 0) {
return false;
}
return currentTime - this.startTime >= this.timeoutDuration;
}
/**
* 重置状态
*/
reset(): void {
this.startTime = 0;
}
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 直到失败节点
*
* 重复执行子节点直到失败
*/
@BehaviorNode({
displayName: '直到失败',
category: '装饰器',
type: NodeType.Decorator,
icon: 'XCircle',
description: '重复执行子节点直到失败',
color: '#F44336'
})
@ECSComponent('UntilFailNode')
@Serializable({ version: 1 })
export class UntilFailNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.UntilFail;
}
}

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@@ -1,27 +0,0 @@
import { ECSComponent } from '@esengine/ecs-framework';
import { Serializable } from '@esengine/ecs-framework';
import { NodeType, DecoratorType } from '../../Types/TaskStatus';
import { BehaviorNode } from '../../Decorators/BehaviorNodeDecorator';
import { DecoratorNodeComponent } from '../DecoratorNodeComponent';
/**
* 直到成功节点
*
* 重复执行子节点直到成功
*/
@BehaviorNode({
displayName: '直到成功',
category: '装饰器',
type: NodeType.Decorator,
icon: 'CheckCircle',
description: '重复执行子节点直到成功',
color: '#4CAF50'
})
@ECSComponent('UntilSuccessNode')
@Serializable({ version: 1 })
export class UntilSuccessNode extends DecoratorNodeComponent {
constructor() {
super();
this.decoratorType = DecoratorType.UntilSuccess;
}
}

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@@ -1,36 +0,0 @@
import { Component, ECSComponent } from '@esengine/ecs-framework';
/**
* 日志输出组件
*
* 存储运行时输出的日志信息用于在UI中显示
*/
@ECSComponent('LogOutput')
export class LogOutput extends Component {
/**
* 日志消息列表
*/
messages: Array<{
timestamp: number;
message: string;
level: 'log' | 'info' | 'warn' | 'error';
}> = [];
/**
* 添加日志消息
*/
addMessage(message: string, level: 'log' | 'info' | 'warn' | 'error' = 'log'): void {
this.messages.push({
timestamp: Date.now(),
message,
level
});
}
/**
* 清空日志
*/
clear(): void {
this.messages = [];
}
}

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@@ -1,42 +0,0 @@
import { Component } from '@esengine/ecs-framework';
/**
* 属性绑定组件
* 记录节点属性到黑板变量的绑定关系
*/
export class PropertyBindings extends Component {
/**
* 属性绑定映射
* key: 属性名称 (如 'message')
* value: 黑板变量名 (如 'test1')
*/
bindings: Map<string, string> = new Map();
/**
* 添加属性绑定
*/
addBinding(propertyName: string, blackboardKey: string): void {
this.bindings.set(propertyName, blackboardKey);
}
/**
* 获取属性绑定的黑板变量名
*/
getBinding(propertyName: string): string | undefined {
return this.bindings.get(propertyName);
}
/**
* 检查属性是否绑定到黑板变量
*/
hasBinding(propertyName: string): boolean {
return this.bindings.has(propertyName);
}
/**
* 清除所有绑定
*/
clearBindings(): void {
this.bindings.clear();
}
}

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@@ -1,190 +0,0 @@
import { NodeTemplate, PropertyDefinition } from '../Serialization/NodeTemplates';
import { NodeType } from '../Types/TaskStatus';
/**
* 行为树节点元数据
*/
export interface BehaviorNodeMetadata {
displayName: string;
category: string;
type: NodeType;
icon?: string;
description: string;
color?: string;
className?: string;
/**
* 是否需要子节点
* - true: 节点需要子节点(如 SequenceNode、DecoratorNode
* - false: 节点不需要子节点(如 ActionNode、SubTreeNode
* - undefined: 根据节点类型自动判断
*/
requiresChildren?: boolean;
}
/**
* 节点类注册表
*/
class NodeClassRegistry {
private static nodeClasses = new Map<string, {
metadata: BehaviorNodeMetadata;
constructor: any;
}>();
static registerNodeClass(constructor: any, metadata: BehaviorNodeMetadata): void {
const key = `${metadata.category}:${metadata.displayName}`;
this.nodeClasses.set(key, { metadata, constructor });
}
static getAllNodeClasses(): Array<{ metadata: BehaviorNodeMetadata; constructor: any }> {
return Array.from(this.nodeClasses.values());
}
static getNodeClass(category: string, displayName: string): any {
const key = `${category}:${displayName}`;
return this.nodeClasses.get(key)?.constructor;
}
static clear(): void {
this.nodeClasses.clear();
}
}
/**
* 行为树节点装饰器
*
* 用于标注一个类是可在编辑器中使用的行为树节点
*
* @example
* ```typescript
* @BehaviorNode({
* displayName: '等待',
* category: '动作',
* type: NodeType.Action,
* icon: 'Clock',
* description: '等待指定时间',
* color: '#9E9E9E'
* })
* class WaitNode extends Component {
* @BehaviorProperty({
* label: '持续时间',
* type: 'number',
* min: 0,
* step: 0.1,
* description: '等待时间(秒)'
* })
* duration: number = 1.0;
* }
* ```
*/
export function BehaviorNode(metadata: BehaviorNodeMetadata) {
return function <T extends { new (...args: any[]): any }>(constructor: T) {
const metadataWithClassName = {
...metadata,
className: constructor.name
};
NodeClassRegistry.registerNodeClass(constructor, metadataWithClassName);
return constructor;
};
}
/**
* 行为树属性装饰器
*
* 用于标注节点的可配置属性,这些属性会在编辑器中显示
*
* @example
* ```typescript
* @BehaviorNode({ ... })
* class MyNode {
* @BehaviorProperty({
* label: '速度',
* type: 'number',
* min: 0,
* max: 100,
* description: '移动速度'
* })
* speed: number = 10;
* }
* ```
*/
export function BehaviorProperty(config: Omit<PropertyDefinition, 'name' | 'defaultValue'>) {
return function (target: any, propertyKey: string) {
if (!target.constructor.__nodeProperties) {
target.constructor.__nodeProperties = [];
}
target.constructor.__nodeProperties.push({
name: propertyKey,
...config
});
};
}
/**
* @deprecated 使用 BehaviorProperty 代替
*/
export const NodeProperty = BehaviorProperty;
/**
* 获取所有注册的节点模板
*/
export function getRegisteredNodeTemplates(): NodeTemplate[] {
return NodeClassRegistry.getAllNodeClasses().map(({ metadata, constructor }) => {
// 从类的 __nodeProperties 收集属性定义
const propertyDefs = constructor.__nodeProperties || [];
const defaultConfig: any = {
nodeType: metadata.type.toLowerCase()
};
// 从类的默认值中提取配置,并补充 defaultValue
const instance = new constructor();
const properties: PropertyDefinition[] = propertyDefs.map((prop: PropertyDefinition) => {
const defaultValue = instance[prop.name];
if (defaultValue !== undefined) {
defaultConfig[prop.name] = defaultValue;
}
return {
...prop,
defaultValue: defaultValue !== undefined ? defaultValue : prop.defaultValue
};
});
// 添加子类型字段
switch (metadata.type) {
case NodeType.Composite:
defaultConfig.compositeType = metadata.displayName;
break;
case NodeType.Decorator:
defaultConfig.decoratorType = metadata.displayName;
break;
case NodeType.Action:
defaultConfig.actionType = metadata.displayName;
break;
case NodeType.Condition:
defaultConfig.conditionType = metadata.displayName;
break;
}
return {
type: metadata.type,
displayName: metadata.displayName,
category: metadata.category,
icon: metadata.icon,
description: metadata.description,
color: metadata.color,
className: metadata.className,
requiresChildren: metadata.requiresChildren,
defaultConfig,
properties
};
});
}
/**
* 清空所有注册的节点类
*/
export function clearRegisteredNodes(): void {
NodeClassRegistry.clear();
}
export { NodeClassRegistry };

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@@ -1,45 +0,0 @@
/**
* 注册所有内置节点
*
* 导入所有节点类以确保装饰器被执行
*/
// Actions
import './Components/Actions/ExecuteAction';
import './Components/Actions/WaitAction';
import './Components/Actions/LogAction';
import './Components/Actions/SetBlackboardValueAction';
import './Components/Actions/ModifyBlackboardValueAction';
// Conditions
import './Components/Conditions/BlackboardCompareCondition';
import './Components/Conditions/BlackboardExistsCondition';
import './Components/Conditions/RandomProbabilityCondition';
import './Components/Conditions/ExecuteCondition';
// Composites
import './Components/Composites/SequenceNode';
import './Components/Composites/SelectorNode';
import './Components/Composites/ParallelNode';
import './Components/Composites/ParallelSelectorNode';
import './Components/Composites/RandomSequenceNode';
import './Components/Composites/RandomSelectorNode';
import './Components/Composites/SubTreeNode';
// Decorators
import './Components/Decorators/InverterNode';
import './Components/Decorators/RepeaterNode';
import './Components/Decorators/UntilSuccessNode';
import './Components/Decorators/UntilFailNode';
import './Components/Decorators/AlwaysSucceedNode';
import './Components/Decorators/AlwaysFailNode';
import './Components/Decorators/ConditionalNode';
import './Components/Decorators/CooldownNode';
import './Components/Decorators/TimeoutNode';
/**
* 确保所有节点已注册
*/
export function ensureAllNodesRegistered(): void {
// 这个函数的调用会确保上面的 import 被执行
}

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import { BehaviorTreeData } from './BehaviorTreeData';
import { createLogger, IService } from '@esengine/ecs-framework';
const logger = createLogger('BehaviorTreeAssetManager');
/**
* 行为树资产管理器(服务)
*
* 管理所有共享的BehaviorTreeData
* 多个实例可以引用同一份数据
*
* 使用方式:
* ```typescript
* // 注册服务
* Core.services.registerSingleton(BehaviorTreeAssetManager);
*
* // 使用服务
* const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
* ```
*/
export class BehaviorTreeAssetManager implements IService {
/**
* 已加载的行为树资产
*/
private assets: Map<string, BehaviorTreeData> = new Map();
/**
* 加载行为树资产
*/
loadAsset(asset: BehaviorTreeData): void {
if (this.assets.has(asset.id)) {
logger.warn(`行为树资产已存在,将被覆盖: ${asset.id}`);
}
this.assets.set(asset.id, asset);
logger.info(`行为树资产已加载: ${asset.name} (${asset.nodes.size}个节点)`);
}
/**
* 获取行为树资产
*/
getAsset(assetId: string): BehaviorTreeData | undefined {
return this.assets.get(assetId);
}
/**
* 检查资产是否存在
*/
hasAsset(assetId: string): boolean {
return this.assets.has(assetId);
}
/**
* 卸载行为树资产
*/
unloadAsset(assetId: string): boolean {
const result = this.assets.delete(assetId);
if (result) {
logger.info(`行为树资产已卸载: ${assetId}`);
}
return result;
}
/**
* 清空所有资产
*/
clearAll(): void {
this.assets.clear();
logger.info('所有行为树资产已清空');
}
/**
* 获取已加载资产数量
*/
getAssetCount(): number {
return this.assets.size;
}
/**
* 获取所有资产ID
*/
getAllAssetIds(): string[] {
return Array.from(this.assets.keys());
}
/**
* 释放资源实现IService接口
*/
dispose(): void {
this.clearAll();
}
}

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import { TaskStatus, NodeType, AbortType } from '../Types/TaskStatus';
/**
* 行为树节点定义(纯数据结构)
*
* 不依赖Entity可以被多个实例共享
*/
export interface BehaviorNodeData {
/** 节点唯一ID */
id: string;
/** 节点名称(用于调试) */
name: string;
/** 节点类型 */
nodeType: NodeType;
/** 节点实现类型对应Component类名 */
implementationType: string;
/** 子节点ID列表 */
children?: string[];
/** 节点特定配置数据 */
config: Record<string, any>;
/** 属性到黑板变量的绑定映射 */
bindings?: Record<string, string>;
/** 中止类型(条件装饰器使用) */
abortType?: AbortType;
}
/**
* 行为树定义可共享的Asset
*/
export interface BehaviorTreeData {
/** 树ID */
id: string;
/** 树名称 */
name: string;
/** 根节点ID */
rootNodeId: string;
/** 所有节点(扁平化存储) */
nodes: Map<string, BehaviorNodeData>;
/** 黑板变量定义 */
blackboardVariables?: Map<string, any>;
}
/**
* 节点运行时状态
*
* 每个BehaviorTreeRuntimeComponent实例独立维护
*/
export interface NodeRuntimeState {
/** 当前执行状态 */
status: TaskStatus;
/** 当前执行的子节点索引(复合节点使用) */
currentChildIndex: number;
/** 开始执行时间(某些节点需要) */
startTime?: number;
/** 上次执行时间(冷却节点使用) */
lastExecutionTime?: number;
/** 当前重复次数(重复节点使用) */
repeatCount?: number;
/** 缓存的结果(某些条件节点使用) */
cachedResult?: any;
/** 洗牌后的索引(随机节点使用) */
shuffledIndices?: number[];
/** 是否被中止 */
isAborted?: boolean;
/** 上次条件评估结果(条件装饰器使用) */
lastConditionResult?: boolean;
/** 正在观察的黑板键(条件装饰器使用) */
observedKeys?: string[];
}
/**
* 创建默认的运行时状态
*/
export function createDefaultRuntimeState(): NodeRuntimeState {
return {
status: TaskStatus.Invalid,
currentChildIndex: 0
};
}

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import { EntitySystem, Matcher, Entity, Time, Core, ECSSystem } from '@esengine/ecs-framework';
import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
import { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
import { NodeExecutorRegistry, NodeExecutionContext } from './NodeExecutor';
import { BehaviorTreeData, BehaviorNodeData } from './BehaviorTreeData';
import { TaskStatus } from '../Types/TaskStatus';
import { NodeMetadataRegistry } from './NodeMetadata';
import './Executors';
/**
* 行为树执行系统
*
* 统一处理所有行为树的执行
*/
@ECSSystem('BehaviorTreeExecution')
export class BehaviorTreeExecutionSystem extends EntitySystem {
private assetManager: BehaviorTreeAssetManager;
private executorRegistry: NodeExecutorRegistry;
constructor() {
super(Matcher.empty().all(BehaviorTreeRuntimeComponent));
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
this.executorRegistry = new NodeExecutorRegistry();
this.registerBuiltInExecutors();
}
/**
* 注册所有执行器(包括内置和插件提供的)
*/
private registerBuiltInExecutors(): void {
const constructors = NodeMetadataRegistry.getAllExecutorConstructors();
for (const [implementationType, ExecutorClass] of constructors) {
try {
const instance = new ExecutorClass();
this.executorRegistry.register(implementationType, instance);
} catch (error) {
this.logger.error(`注册执行器失败: ${implementationType}`, error);
}
}
}
/**
* 获取执行器注册表
*/
getExecutorRegistry(): NodeExecutorRegistry {
return this.executorRegistry;
}
protected override process(entities: readonly Entity[]): void {
for (const entity of entities) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent)!;
if (!runtime.isRunning) {
continue;
}
const treeData = this.assetManager.getAsset(runtime.treeAssetId);
if (!treeData) {
this.logger.warn(`未找到行为树资产: ${runtime.treeAssetId}`);
continue;
}
// 如果标记了需要重置,先重置状态
if (runtime.needsReset) {
runtime.resetAllStates();
runtime.needsReset = false;
}
this.executeTree(entity, runtime, treeData);
}
}
/**
* 执行整个行为树
*/
private executeTree(
entity: Entity,
runtime: BehaviorTreeRuntimeComponent,
treeData: BehaviorTreeData
): void {
const rootNode = treeData.nodes.get(treeData.rootNodeId);
if (!rootNode) {
this.logger.error(`未找到根节点: ${treeData.rootNodeId}`);
return;
}
const status = this.executeNode(entity, runtime, rootNode, treeData);
// 如果树完成了标记在下一个tick时重置状态
// 这样UI可以看到节点的最终状态
if (status !== TaskStatus.Running) {
runtime.needsReset = true;
} else {
runtime.needsReset = false;
}
}
/**
* 执行单个节点
*/
private executeNode(
entity: Entity,
runtime: BehaviorTreeRuntimeComponent,
nodeData: BehaviorNodeData,
treeData: BehaviorTreeData
): TaskStatus {
const state = runtime.getNodeState(nodeData.id);
if (runtime.shouldAbort(nodeData.id)) {
runtime.clearAbortRequest(nodeData.id);
state.isAborted = true;
const executor = this.executorRegistry.get(nodeData.implementationType);
if (executor && executor.reset) {
const context = this.createContext(entity, runtime, nodeData, treeData);
executor.reset(context);
}
runtime.activeNodeIds.delete(nodeData.id);
state.status = TaskStatus.Failure;
return TaskStatus.Failure;
}
runtime.activeNodeIds.add(nodeData.id);
state.isAborted = false;
const executor = this.executorRegistry.get(nodeData.implementationType);
if (!executor) {
this.logger.error(`未找到执行器: ${nodeData.implementationType}`);
state.status = TaskStatus.Failure;
return TaskStatus.Failure;
}
const context = this.createContext(entity, runtime, nodeData, treeData);
try {
const status = executor.execute(context);
state.status = status;
if (status !== TaskStatus.Running) {
runtime.activeNodeIds.delete(nodeData.id);
if (executor.reset) {
executor.reset(context);
}
}
return status;
} catch (error) {
this.logger.error(`执行节点时发生错误: ${nodeData.name}`, error);
state.status = TaskStatus.Failure;
runtime.activeNodeIds.delete(nodeData.id);
return TaskStatus.Failure;
}
}
/**
* 创建执行上下文
*/
private createContext(
entity: Entity,
runtime: BehaviorTreeRuntimeComponent,
nodeData: BehaviorNodeData,
treeData: BehaviorTreeData
): NodeExecutionContext {
return {
entity,
nodeData,
state: runtime.getNodeState(nodeData.id),
runtime,
treeData,
deltaTime: Time.deltaTime,
totalTime: Time.totalTime,
executeChild: (childId: string) => {
const childData = treeData.nodes.get(childId);
if (!childData) {
this.logger.warn(`未找到子节点: ${childId}`);
return TaskStatus.Failure;
}
return this.executeNode(entity, runtime, childData, treeData);
}
};
}
/**
* 执行子节点列表
*/
executeChildren(
context: NodeExecutionContext,
childIndices?: number[]
): TaskStatus[] {
const { nodeData, treeData, entity, runtime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return [];
}
const results: TaskStatus[] = [];
const indicesToExecute = childIndices ||
Array.from({ length: nodeData.children.length }, (_, i) => i);
for (const index of indicesToExecute) {
if (index >= nodeData.children.length) {
continue;
}
const childId = nodeData.children[index]!;
const childData = treeData.nodes.get(childId);
if (!childData) {
this.logger.warn(`未找到子节点: ${childId}`);
results.push(TaskStatus.Failure);
continue;
}
const status = this.executeNode(entity, runtime, childData, treeData);
results.push(status);
}
return results;
}
}

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import { Component, ECSComponent } from '@esengine/ecs-framework';
import { Serializable, Serialize, IgnoreSerialization } from '@esengine/ecs-framework';
import { NodeRuntimeState, createDefaultRuntimeState } from './BehaviorTreeData';
import { TaskStatus } from '../Types/TaskStatus';
/**
* 黑板变化监听器
*/
export type BlackboardChangeListener = (key: string, newValue: any, oldValue: any) => void;
/**
* 黑板观察者信息
*/
interface BlackboardObserver {
nodeId: string;
keys: Set<string>;
callback: BlackboardChangeListener;
}
/**
* 行为树运行时组件
*
* 挂载到游戏Entity上引用共享的BehaviorTreeData
* 维护该Entity独立的运行时状态
*/
@ECSComponent('BehaviorTreeRuntime')
@Serializable({ version: 1 })
export class BehaviorTreeRuntimeComponent extends Component {
/**
* 引用的行为树资产ID可序列化
*/
@Serialize()
treeAssetId: string = '';
/**
* 是否自动启动
*/
@Serialize()
autoStart: boolean = true;
/**
* 是否正在运行
*/
@IgnoreSerialization()
isRunning: boolean = false;
/**
* 节点运行时状态(每个节点独立)
* 不序列化,每次加载时重新初始化
*/
@IgnoreSerialization()
private nodeStates: Map<string, NodeRuntimeState> = new Map();
/**
* 黑板数据该Entity独立的数据
* 不序列化,通过初始化设置
*/
@IgnoreSerialization()
private blackboard: Map<string, any> = new Map();
/**
* 黑板观察者列表
*/
@IgnoreSerialization()
private blackboardObservers: Map<string, BlackboardObserver[]> = new Map();
/**
* 当前激活的节点ID列表用于调试
*/
@IgnoreSerialization()
activeNodeIds: Set<string> = new Set();
/**
* 标记是否需要在下一个tick重置状态
*/
@IgnoreSerialization()
needsReset: boolean = false;
/**
* 需要中止的节点ID列表
*/
@IgnoreSerialization()
nodesToAbort: Set<string> = new Set();
/**
* 获取节点运行时状态
*/
getNodeState(nodeId: string): NodeRuntimeState {
if (!this.nodeStates.has(nodeId)) {
this.nodeStates.set(nodeId, createDefaultRuntimeState());
}
return this.nodeStates.get(nodeId)!;
}
/**
* 重置节点状态
*/
resetNodeState(nodeId: string): void {
const state = this.getNodeState(nodeId);
state.status = TaskStatus.Invalid;
state.currentChildIndex = 0;
delete state.startTime;
delete state.lastExecutionTime;
delete state.repeatCount;
delete state.cachedResult;
delete state.shuffledIndices;
delete state.isAborted;
delete state.lastConditionResult;
delete state.observedKeys;
}
/**
* 重置所有节点状态
*/
resetAllStates(): void {
this.nodeStates.clear();
this.activeNodeIds.clear();
}
/**
* 获取黑板值
*/
getBlackboardValue<T = any>(key: string): T | undefined {
return this.blackboard.get(key) as T;
}
/**
* 设置黑板值
*/
setBlackboardValue(key: string, value: any): void {
const oldValue = this.blackboard.get(key);
this.blackboard.set(key, value);
if (oldValue !== value) {
this.notifyBlackboardChange(key, value, oldValue);
}
}
/**
* 检查黑板是否有某个键
*/
hasBlackboardKey(key: string): boolean {
return this.blackboard.has(key);
}
/**
* 初始化黑板(从树定义的默认值)
*/
initializeBlackboard(variables?: Map<string, any>): void {
if (variables) {
variables.forEach((value, key) => {
if (!this.blackboard.has(key)) {
this.blackboard.set(key, value);
}
});
}
}
/**
* 清空黑板
*/
clearBlackboard(): void {
this.blackboard.clear();
}
/**
* 启动行为树
*/
start(): void {
this.isRunning = true;
this.resetAllStates();
}
/**
* 停止行为树
*/
stop(): void {
this.isRunning = false;
this.activeNodeIds.clear();
}
/**
* 暂停行为树
*/
pause(): void {
this.isRunning = false;
}
/**
* 恢复行为树
*/
resume(): void {
this.isRunning = true;
}
/**
* 注册黑板观察者
*/
observeBlackboard(nodeId: string, keys: string[], callback: BlackboardChangeListener): void {
const observer: BlackboardObserver = {
nodeId,
keys: new Set(keys),
callback
};
for (const key of keys) {
if (!this.blackboardObservers.has(key)) {
this.blackboardObservers.set(key, []);
}
this.blackboardObservers.get(key)!.push(observer);
}
}
/**
* 取消注册黑板观察者
*/
unobserveBlackboard(nodeId: string): void {
for (const observers of this.blackboardObservers.values()) {
const index = observers.findIndex(o => o.nodeId === nodeId);
if (index !== -1) {
observers.splice(index, 1);
}
}
}
/**
* 通知黑板变化
*/
private notifyBlackboardChange(key: string, newValue: any, oldValue: any): void {
const observers = this.blackboardObservers.get(key);
if (!observers) return;
for (const observer of observers) {
try {
observer.callback(key, newValue, oldValue);
} catch (error) {
console.error(`黑板观察者回调错误 (节点: ${observer.nodeId}):`, error);
}
}
}
/**
* 请求中止节点
*/
requestAbort(nodeId: string): void {
this.nodesToAbort.add(nodeId);
}
/**
* 检查节点是否需要中止
*/
shouldAbort(nodeId: string): boolean {
return this.nodesToAbort.has(nodeId);
}
/**
* 清除中止请求
*/
clearAbortRequest(nodeId: string): void {
this.nodesToAbort.delete(nodeId);
}
/**
* 清除所有中止请求
*/
clearAllAbortRequests(): void {
this.nodesToAbort.clear();
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 总是失败装饰器执行器
*
* 无论子节点结果如何都返回失败
*/
@NodeExecutorMetadata({
implementationType: 'AlwaysFail',
nodeType: NodeType.Decorator,
displayName: '总是失败',
description: '无论子节点结果如何都返回失败',
category: 'Decorator'
})
export class AlwaysFailExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
return TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 总是成功装饰器执行器
*
* 无论子节点结果如何都返回成功
*/
@NodeExecutorMetadata({
implementationType: 'AlwaysSucceed',
nodeType: NodeType.Decorator,
displayName: '总是成功',
description: '无论子节点结果如何都返回成功',
category: 'Decorator'
})
export class AlwaysSucceedExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 黑板比较条件执行器
*
* 比较黑板中的值
*/
@NodeExecutorMetadata({
implementationType: 'BlackboardCompare',
nodeType: NodeType.Condition,
displayName: '黑板比较',
description: '比较黑板中的值',
category: 'Condition',
configSchema: {
key: {
type: 'string',
default: '',
description: '黑板变量名'
},
compareValue: {
type: 'object',
description: '比较值',
supportBinding: true
},
operator: {
type: 'string',
default: 'equals',
description: '比较运算符',
options: ['equals', 'notEquals', 'greaterThan', 'lessThan', 'greaterOrEqual', 'lessOrEqual']
}
}
})
export class BlackboardCompare implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
const key = BindingHelper.getValue<string>(context, 'key', '');
const compareValue = BindingHelper.getValue(context, 'compareValue');
const operator = BindingHelper.getValue<string>(context, 'operator', 'equals');
if (!key) {
return TaskStatus.Failure;
}
const actualValue = runtime.getBlackboardValue(key);
if (this.compare(actualValue, compareValue, operator)) {
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
private compare(actualValue: any, compareValue: any, operator: string): boolean {
switch (operator) {
case 'equals':
return actualValue === compareValue;
case 'notEquals':
return actualValue !== compareValue;
case 'greaterThan':
return actualValue > compareValue;
case 'lessThan':
return actualValue < compareValue;
case 'greaterOrEqual':
return actualValue >= compareValue;
case 'lessOrEqual':
return actualValue <= compareValue;
default:
return false;
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 黑板存在检查条件执行器
*
* 检查黑板中是否存在指定的键
*/
@NodeExecutorMetadata({
implementationType: 'BlackboardExists',
nodeType: NodeType.Condition,
displayName: '黑板存在',
description: '检查黑板中是否存在指定的键',
category: 'Condition',
configSchema: {
key: {
type: 'string',
default: '',
description: '黑板变量名'
},
checkNull: {
type: 'boolean',
default: false,
description: '检查是否为null'
}
}
})
export class BlackboardExists implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
const key = BindingHelper.getValue<string>(context, 'key', '');
const checkNull = BindingHelper.getValue<boolean>(context, 'checkNull', false);
if (!key) {
return TaskStatus.Failure;
}
const value = runtime.getBlackboardValue(key);
if (value === undefined) {
return TaskStatus.Failure;
}
if (checkNull && value === null) {
return TaskStatus.Failure;
}
return TaskStatus.Success;
}
}

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import { TaskStatus, NodeType, AbortType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 条件装饰器执行器
*
* 根据条件决定是否执行子节点
* 支持动态优先级和中止机制
*/
@NodeExecutorMetadata({
implementationType: 'Conditional',
nodeType: NodeType.Decorator,
displayName: '条件',
description: '根据条件决定是否执行子节点',
category: 'Decorator',
configSchema: {
blackboardKey: {
type: 'string',
default: '',
description: '黑板变量名'
},
expectedValue: {
type: 'object',
description: '期望值',
supportBinding: true
},
operator: {
type: 'string',
default: 'equals',
description: '比较运算符',
options: ['equals', 'notEquals', 'greaterThan', 'lessThan', 'greaterOrEqual', 'lessOrEqual']
},
abortType: {
type: 'string',
default: 'none',
description: '中止类型',
options: ['none', 'self', 'lower-priority', 'both']
}
}
})
export class ConditionalExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime, state } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const blackboardKey = BindingHelper.getValue<string>(context, 'blackboardKey', '');
const expectedValue = BindingHelper.getValue(context, 'expectedValue');
const operator = BindingHelper.getValue<string>(context, 'operator', 'equals');
const abortType = (nodeData.abortType || AbortType.None) as AbortType;
if (!blackboardKey) {
return TaskStatus.Failure;
}
const actualValue = runtime.getBlackboardValue(blackboardKey);
const conditionMet = this.evaluateCondition(actualValue, expectedValue, operator);
const wasRunning = state.status === TaskStatus.Running;
if (abortType !== AbortType.None) {
if (!state.observedKeys || state.observedKeys.length === 0) {
state.observedKeys = [blackboardKey];
this.setupObserver(context, blackboardKey, expectedValue, operator, abortType);
}
if (state.lastConditionResult !== undefined && state.lastConditionResult !== conditionMet) {
if (conditionMet) {
this.handleConditionBecameTrue(context, abortType);
} else if (wasRunning) {
this.handleConditionBecameFalse(context, abortType);
}
}
}
state.lastConditionResult = conditionMet;
if (!conditionMet) {
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
return status;
}
private evaluateCondition(actualValue: any, expectedValue: any, operator: string): boolean {
switch (operator) {
case 'equals':
return actualValue === expectedValue;
case 'notEquals':
return actualValue !== expectedValue;
case 'greaterThan':
return actualValue > expectedValue;
case 'lessThan':
return actualValue < expectedValue;
case 'greaterOrEqual':
return actualValue >= expectedValue;
case 'lessOrEqual':
return actualValue <= expectedValue;
default:
return false;
}
}
/**
* 设置黑板观察者
*/
private setupObserver(
context: NodeExecutionContext,
blackboardKey: string,
expectedValue: any,
operator: string,
abortType: AbortType
): void {
const { nodeData, runtime } = context;
runtime.observeBlackboard(nodeData.id, [blackboardKey], (_key, newValue) => {
const conditionMet = this.evaluateCondition(newValue, expectedValue, operator);
const lastResult = context.state.lastConditionResult;
if (lastResult !== undefined && lastResult !== conditionMet) {
if (conditionMet) {
this.handleConditionBecameTrue(context, abortType);
} else {
this.handleConditionBecameFalse(context, abortType);
}
}
context.state.lastConditionResult = conditionMet;
});
}
/**
* 处理条件变为true
*/
private handleConditionBecameTrue(context: NodeExecutionContext, abortType: AbortType): void {
if (abortType === AbortType.LowerPriority || abortType === AbortType.Both) {
this.requestAbortLowerPriority(context);
}
}
/**
* 处理条件变为false
*/
private handleConditionBecameFalse(context: NodeExecutionContext, abortType: AbortType): void {
const { nodeData, runtime } = context;
if (abortType === AbortType.Self || abortType === AbortType.Both) {
if (nodeData.children && nodeData.children.length > 0) {
runtime.requestAbort(nodeData.children[0]!);
}
}
}
/**
* 请求中止低优先级节点
*/
private requestAbortLowerPriority(context: NodeExecutionContext): void {
const { runtime } = context;
runtime.requestAbort('__lower_priority__');
}
reset(context: NodeExecutionContext): void {
const { nodeData, runtime, state } = context;
if (state.observedKeys && state.observedKeys.length > 0) {
runtime.unobserveBlackboard(nodeData.id);
delete state.observedKeys;
}
delete state.lastConditionResult;
if (nodeData.children && nodeData.children.length > 0) {
runtime.resetNodeState(nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 冷却装饰器执行器
*
* 子节点执行成功后进入冷却时间
*/
@NodeExecutorMetadata({
implementationType: 'Cooldown',
nodeType: NodeType.Decorator,
displayName: '冷却',
description: '子节点执行成功后进入冷却时间',
category: 'Decorator',
configSchema: {
cooldownTime: {
type: 'number',
default: 1.0,
description: '冷却时间(秒)',
min: 0,
supportBinding: true
}
}
})
export class CooldownExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state, totalTime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const cooldownTime = BindingHelper.getValue<number>(context, 'cooldownTime', 1.0);
if (state.lastExecutionTime !== undefined) {
const timeSinceLastExecution = totalTime - state.lastExecutionTime;
if (timeSinceLastExecution < cooldownTime) {
return TaskStatus.Failure;
}
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Success) {
state.lastExecutionTime = totalTime;
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
delete context.state.lastExecutionTime;
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 执行动作执行器
*
* 执行自定义动作逻辑
*/
@NodeExecutorMetadata({
implementationType: 'ExecuteAction',
nodeType: NodeType.Action,
displayName: '执行动作',
description: '执行自定义动作逻辑',
category: 'Action',
configSchema: {
actionName: {
type: 'string',
default: '',
description: '动作名称黑板中action_前缀的函数'
}
}
})
export class ExecuteAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime, entity } = context;
const actionName = BindingHelper.getValue<string>(context, 'actionName', '');
if (!actionName) {
return TaskStatus.Failure;
}
const actionFunction = runtime.getBlackboardValue<(entity: NodeExecutionContext['entity']) => TaskStatus>(`action_${actionName}`);
if (!actionFunction || typeof actionFunction !== 'function') {
return TaskStatus.Failure;
}
try {
return actionFunction(entity);
} catch (error) {
console.error(`ExecuteAction failed: ${error}`);
return TaskStatus.Failure;
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 执行条件执行器
*
* 执行自定义条件逻辑
*/
@NodeExecutorMetadata({
implementationType: 'ExecuteCondition',
nodeType: NodeType.Condition,
displayName: '执行条件',
description: '执行自定义条件逻辑',
category: 'Condition',
configSchema: {
conditionName: {
type: 'string',
default: '',
description: '条件名称黑板中condition_前缀的函数'
}
}
})
export class ExecuteCondition implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime, entity } = context;
const conditionName = BindingHelper.getValue<string>(context, 'conditionName', '');
if (!conditionName) {
return TaskStatus.Failure;
}
const conditionFunction = runtime.getBlackboardValue<(entity: NodeExecutionContext['entity']) => boolean>(`condition_${conditionName}`);
if (!conditionFunction || typeof conditionFunction !== 'function') {
return TaskStatus.Failure;
}
try {
return conditionFunction(entity) ? TaskStatus.Success : TaskStatus.Failure;
} catch (error) {
console.error(`ExecuteCondition failed: ${error}`);
return TaskStatus.Failure;
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 反转装饰器执行器
*
* 反转子节点的执行结果
*/
@NodeExecutorMetadata({
implementationType: 'Inverter',
nodeType: NodeType.Decorator,
displayName: '反转',
description: '反转子节点的执行结果',
category: 'Decorator'
})
export class InverterExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Success) {
return TaskStatus.Failure;
}
if (status === TaskStatus.Failure) {
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 日志动作执行器
*
* 输出日志信息
*/
@NodeExecutorMetadata({
implementationType: 'Log',
nodeType: NodeType.Action,
displayName: '日志',
description: '输出日志信息',
category: 'Action',
configSchema: {
message: {
type: 'string',
default: '',
description: '日志消息,支持{key}占位符引用黑板变量',
supportBinding: true
},
logLevel: {
type: 'string',
default: 'info',
description: '日志级别',
options: ['info', 'warn', 'error']
}
}
})
export class LogAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
const message = BindingHelper.getValue<string>(context, 'message', '');
const logLevel = BindingHelper.getValue<string>(context, 'logLevel', 'info');
const finalMessage = this.replaceBlackboardVariables(message, runtime);
this.log(finalMessage, logLevel);
return TaskStatus.Success;
}
private replaceBlackboardVariables(message: string, runtime: NodeExecutionContext['runtime']): string {
if (!message.includes('{') || !message.includes('}')) {
return message;
}
// 使用限制长度的正则表达式避免 ReDoS 攻击
// 限制占位符名称最多100个字符只允许字母、数字、下划线和点号
return message.replace(/\{([\w.]{1,100})\}/g, (_, key) => {
const value = runtime.getBlackboardValue(key.trim());
return value !== undefined ? String(value) : `{${key}}`;
});
}
private log(message: string, level: string): void {
switch (level) {
case 'error':
console.error(message);
break;
case 'warn':
console.warn(message);
break;
case 'info':
default:
console.log(message);
break;
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 修改黑板值动作执行器
*
* 对黑板中的数值进行运算
*/
@NodeExecutorMetadata({
implementationType: 'ModifyBlackboardValue',
nodeType: NodeType.Action,
displayName: '修改黑板值',
description: '对黑板中的数值进行运算',
category: 'Action',
configSchema: {
key: {
type: 'string',
default: '',
description: '黑板变量名'
},
operation: {
type: 'string',
default: 'add',
description: '运算类型',
options: ['add', 'subtract', 'multiply', 'divide', 'set']
},
value: {
type: 'number',
default: 0,
description: '操作数',
supportBinding: true
}
}
})
export class ModifyBlackboardValue implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
const key = BindingHelper.getValue<string>(context, 'key', '');
const operation = BindingHelper.getValue<string>(context, 'operation', 'add');
const value = BindingHelper.getValue<number>(context, 'value', 0);
if (!key) {
return TaskStatus.Failure;
}
const currentValue = runtime.getBlackboardValue<number>(key) || 0;
let newValue: number;
switch (operation) {
case 'add':
newValue = currentValue + value;
break;
case 'subtract':
newValue = currentValue - value;
break;
case 'multiply':
newValue = currentValue * value;
break;
case 'divide':
newValue = value !== 0 ? currentValue / value : currentValue;
break;
case 'set':
newValue = value;
break;
default:
return TaskStatus.Failure;
}
runtime.setBlackboardValue(key, newValue);
return TaskStatus.Success;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 并行节点执行器
*
* 同时执行所有子节点
*/
@NodeExecutorMetadata({
implementationType: 'Parallel',
nodeType: NodeType.Composite,
displayName: '并行',
description: '同时执行所有子节点',
category: 'Composite',
configSchema: {
successPolicy: {
type: 'string',
default: 'all',
description: '成功策略',
options: ['all', 'one']
},
failurePolicy: {
type: 'string',
default: 'one',
description: '失败策略',
options: ['all', 'one']
}
}
})
export class ParallelExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
const successPolicy = BindingHelper.getValue<string>(context, 'successPolicy', 'all');
const failurePolicy = BindingHelper.getValue<string>(context, 'failurePolicy', 'one');
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
let hasRunning = false;
let successCount = 0;
let failureCount = 0;
for (const childId of nodeData.children) {
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
hasRunning = true;
} else if (status === TaskStatus.Success) {
successCount++;
} else if (status === TaskStatus.Failure) {
failureCount++;
}
}
if (successPolicy === 'one' && successCount > 0) {
this.stopAllChildren(context);
return TaskStatus.Success;
}
if (successPolicy === 'all' && successCount === nodeData.children.length) {
return TaskStatus.Success;
}
if (failurePolicy === 'one' && failureCount > 0) {
this.stopAllChildren(context);
return TaskStatus.Failure;
}
if (failurePolicy === 'all' && failureCount === nodeData.children.length) {
return TaskStatus.Failure;
}
return hasRunning ? TaskStatus.Running : TaskStatus.Success;
}
private stopAllChildren(context: NodeExecutionContext): void {
const { nodeData, runtime } = context;
if (!nodeData.children) return;
for (const childId of nodeData.children) {
runtime.activeNodeIds.delete(childId);
runtime.resetNodeState(childId);
}
}
reset(context: NodeExecutionContext): void {
const { nodeData, runtime } = context;
if (!nodeData.children) return;
for (const childId of nodeData.children) {
runtime.resetNodeState(childId);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 并行选择器执行器
*
* 并行执行子节点,任一成功则成功
*/
@NodeExecutorMetadata({
implementationType: 'ParallelSelector',
nodeType: NodeType.Composite,
displayName: '并行选择器',
description: '并行执行子节点,任一成功则成功',
category: 'Composite',
configSchema: {
failurePolicy: {
type: 'string',
default: 'all',
description: '失败策略',
options: ['all', 'one']
}
}
})
export class ParallelSelectorExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData } = context;
const failurePolicy = BindingHelper.getValue<string>(context, 'failurePolicy', 'all');
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
let hasRunning = false;
let successCount = 0;
let failureCount = 0;
for (const childId of nodeData.children) {
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
hasRunning = true;
} else if (status === TaskStatus.Success) {
successCount++;
} else if (status === TaskStatus.Failure) {
failureCount++;
}
}
if (successCount > 0) {
this.stopAllChildren(context);
return TaskStatus.Success;
}
if (failurePolicy === 'one' && failureCount > 0) {
this.stopAllChildren(context);
return TaskStatus.Failure;
}
if (failurePolicy === 'all' && failureCount === nodeData.children.length) {
return TaskStatus.Failure;
}
return hasRunning ? TaskStatus.Running : TaskStatus.Failure;
}
private stopAllChildren(context: NodeExecutionContext): void {
const { nodeData, runtime } = context;
if (!nodeData.children) return;
for (const childId of nodeData.children) {
runtime.activeNodeIds.delete(childId);
runtime.resetNodeState(childId);
}
}
reset(context: NodeExecutionContext): void {
const { nodeData, runtime } = context;
if (!nodeData.children) return;
for (const childId of nodeData.children) {
runtime.resetNodeState(childId);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 随机概率条件执行器
*
* 根据概率返回成功或失败
*/
@NodeExecutorMetadata({
implementationType: 'RandomProbability',
nodeType: NodeType.Condition,
displayName: '随机概率',
description: '根据概率返回成功或失败',
category: 'Condition',
configSchema: {
probability: {
type: 'number',
default: 0.5,
description: '成功概率0-1',
min: 0,
max: 1,
supportBinding: true
}
}
})
export class RandomProbability implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const probability = BindingHelper.getValue<number>(context, 'probability', 0.5);
const clampedProbability = Math.max(0, Math.min(1, probability));
if (Math.random() < clampedProbability) {
return TaskStatus.Success;
}
return TaskStatus.Failure;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 随机选择器执行器
*
* 随机顺序执行子节点,任一成功则成功
*/
@NodeExecutorMetadata({
implementationType: 'RandomSelector',
nodeType: NodeType.Composite,
displayName: '随机选择器',
description: '随机顺序执行子节点,任一成功则成功',
category: 'Composite'
})
export class RandomSelectorExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
if (!state.shuffledIndices || state.shuffledIndices.length === 0) {
state.shuffledIndices = this.shuffleIndices(nodeData.children.length);
}
while (state.currentChildIndex < state.shuffledIndices.length) {
const shuffledIndex = state.shuffledIndices[state.currentChildIndex]!;
const childId = nodeData.children[shuffledIndex]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Success) {
state.currentChildIndex = 0;
delete state.shuffledIndices;
return TaskStatus.Success;
}
state.currentChildIndex++;
}
state.currentChildIndex = 0;
delete state.shuffledIndices;
return TaskStatus.Failure;
}
private shuffleIndices(length: number): number[] {
const indices = Array.from({ length }, (_, i) => i);
for (let i = indices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
const temp = indices[i]!;
indices[i] = indices[j]!;
indices[j] = temp;
}
return indices;
}
reset(context: NodeExecutionContext): void {
context.state.currentChildIndex = 0;
delete context.state.shuffledIndices;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 随机序列执行器
*
* 随机顺序执行子节点序列,全部成功才成功
*/
@NodeExecutorMetadata({
implementationType: 'RandomSequence',
nodeType: NodeType.Composite,
displayName: '随机序列',
description: '随机顺序执行子节点,全部成功才成功',
category: 'Composite'
})
export class RandomSequenceExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
if (!state.shuffledIndices || state.shuffledIndices.length === 0) {
state.shuffledIndices = this.shuffleIndices(nodeData.children.length);
}
while (state.currentChildIndex < state.shuffledIndices.length) {
const shuffledIndex = state.shuffledIndices[state.currentChildIndex]!;
const childId = nodeData.children[shuffledIndex]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Failure) {
state.currentChildIndex = 0;
delete state.shuffledIndices;
return TaskStatus.Failure;
}
state.currentChildIndex++;
}
state.currentChildIndex = 0;
delete state.shuffledIndices;
return TaskStatus.Success;
}
private shuffleIndices(length: number): number[] {
const indices = Array.from({ length }, (_, i) => i);
for (let i = indices.length - 1; i > 0; i--) {
const j = Math.floor(Math.random() * (i + 1));
const temp = indices[i]!;
indices[i] = indices[j]!;
indices[j] = temp;
}
return indices;
}
reset(context: NodeExecutionContext): void {
context.state.currentChildIndex = 0;
delete context.state.shuffledIndices;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 重复装饰器执行器
*
* 重复执行子节点指定次数
*/
@NodeExecutorMetadata({
implementationType: 'Repeater',
nodeType: NodeType.Decorator,
displayName: '重复',
description: '重复执行子节点指定次数',
category: 'Decorator',
configSchema: {
repeatCount: {
type: 'number',
default: 1,
description: '重复次数(-1表示无限循环',
supportBinding: true
},
endOnFailure: {
type: 'boolean',
default: false,
description: '子节点失败时是否结束'
}
}
})
export class RepeaterExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state, runtime } = context;
const repeatCount = BindingHelper.getValue<number>(context, 'repeatCount', 1);
const endOnFailure = BindingHelper.getValue<boolean>(context, 'endOnFailure', false);
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
const childId = nodeData.children[0]!;
if (!state.repeatCount) {
state.repeatCount = 0;
}
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Failure && endOnFailure) {
state.repeatCount = 0;
return TaskStatus.Failure;
}
state.repeatCount++;
runtime.resetNodeState(childId);
const shouldContinue = (repeatCount === -1) || (state.repeatCount < repeatCount);
if (shouldContinue) {
return TaskStatus.Running;
} else {
state.repeatCount = 0;
return TaskStatus.Success;
}
}
reset(context: NodeExecutionContext): void {
delete context.state.repeatCount;
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 选择器节点执行器
*
* 按顺序执行子节点,任一成功则成功,全部失败才失败
*/
@NodeExecutorMetadata({
implementationType: 'Selector',
nodeType: NodeType.Composite,
displayName: '选择器',
description: '按顺序执行子节点,任一成功则成功',
category: 'Composite'
})
export class SelectorExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
while (state.currentChildIndex < nodeData.children.length) {
const childId = nodeData.children[state.currentChildIndex]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Success) {
state.currentChildIndex = 0;
return TaskStatus.Success;
}
state.currentChildIndex++;
}
state.currentChildIndex = 0;
return TaskStatus.Failure;
}
reset(context: NodeExecutionContext): void {
context.state.currentChildIndex = 0;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 序列节点执行器
*
* 按顺序执行子节点,全部成功才成功,任一失败则失败
*/
@NodeExecutorMetadata({
implementationType: 'Sequence',
nodeType: NodeType.Composite,
displayName: '序列',
description: '按顺序执行子节点,全部成功才成功',
category: 'Composite'
})
export class SequenceExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
while (state.currentChildIndex < nodeData.children.length) {
const childId = nodeData.children[state.currentChildIndex]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Failure) {
state.currentChildIndex = 0;
return TaskStatus.Failure;
}
state.currentChildIndex++;
}
state.currentChildIndex = 0;
return TaskStatus.Success;
}
reset(context: NodeExecutionContext): void {
context.state.currentChildIndex = 0;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* Service执行接口
*/
export interface IServiceExecutor {
/**
* Service开始执行
*/
onServiceStart?(context: NodeExecutionContext): void;
/**
* Service每帧更新
*/
onServiceTick(context: NodeExecutionContext): void;
/**
* Service结束执行
*/
onServiceEnd?(context: NodeExecutionContext): void;
}
/**
* Service注册表
*/
class ServiceRegistry {
private static services: Map<string, IServiceExecutor> = new Map();
static register(name: string, service: IServiceExecutor): void {
this.services.set(name, service);
}
static get(name: string): IServiceExecutor | undefined {
return this.services.get(name);
}
static has(name: string): boolean {
return this.services.has(name);
}
static unregister(name: string): boolean {
return this.services.delete(name);
}
}
/**
* Service装饰器执行器
*
* 在子节点执行期间持续运行后台逻辑
*/
@NodeExecutorMetadata({
implementationType: 'Service',
nodeType: NodeType.Decorator,
displayName: 'Service',
description: '在子节点执行期间持续运行后台逻辑',
category: 'Decorator',
configSchema: {
serviceName: {
type: 'string',
default: '',
description: 'Service名称'
},
tickInterval: {
type: 'number',
default: 0,
description: 'Service更新间隔0表示每帧更新',
supportBinding: true
}
}
})
export class ServiceDecorator implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state, totalTime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const serviceName = BindingHelper.getValue<string>(context, 'serviceName', '');
const tickInterval = BindingHelper.getValue<number>(context, 'tickInterval', 0);
if (!serviceName) {
return TaskStatus.Failure;
}
const service = ServiceRegistry.get(serviceName);
if (!service) {
console.warn(`未找到Service: ${serviceName}`);
return TaskStatus.Failure;
}
if (state.status !== TaskStatus.Running) {
state.startTime = totalTime;
state.lastExecutionTime = totalTime;
if (service.onServiceStart) {
service.onServiceStart(context);
}
}
const shouldTick = tickInterval === 0 ||
(state.lastExecutionTime !== undefined &&
(totalTime - state.lastExecutionTime) >= tickInterval);
if (shouldTick) {
service.onServiceTick(context);
state.lastExecutionTime = totalTime;
}
const childId = nodeData.children[0]!;
const childStatus = context.executeChild(childId);
if (childStatus !== TaskStatus.Running) {
if (service.onServiceEnd) {
service.onServiceEnd(context);
}
}
return childStatus;
}
reset(context: NodeExecutionContext): void {
const { nodeData, runtime, state } = context;
const serviceName = BindingHelper.getValue<string>(context, 'serviceName', '');
if (serviceName) {
const service = ServiceRegistry.get(serviceName);
if (service && service.onServiceEnd) {
service.onServiceEnd(context);
}
}
delete state.startTime;
delete state.lastExecutionTime;
if (nodeData.children && nodeData.children.length > 0) {
runtime.resetNodeState(nodeData.children[0]!);
}
}
}
export { ServiceRegistry };

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 设置黑板值动作执行器
*
* 设置黑板中的变量值
*/
@NodeExecutorMetadata({
implementationType: 'SetBlackboardValue',
nodeType: NodeType.Action,
displayName: '设置黑板值',
description: '设置黑板中的变量值',
category: 'Action',
configSchema: {
key: {
type: 'string',
default: '',
description: '黑板变量名'
},
value: {
type: 'object',
description: '要设置的值',
supportBinding: true
}
}
})
export class SetBlackboardValue implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { runtime } = context;
const key = BindingHelper.getValue<string>(context, 'key', '');
const value = BindingHelper.getValue(context, 'value');
if (!key) {
return TaskStatus.Failure;
}
runtime.setBlackboardValue(key, value);
return TaskStatus.Success;
}
}

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import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
import { BehaviorTreeAssetManager } from '../BehaviorTreeAssetManager';
import { Core } from '@esengine/ecs-framework';
/**
* SubTree执行器
*
* 引用并执行其他行为树,实现模块化和复用
*/
@NodeExecutorMetadata({
implementationType: 'SubTree',
nodeType: NodeType.Action,
displayName: '子树',
description: '引用并执行其他行为树',
category: 'Special',
configSchema: {
treeAssetId: {
type: 'string',
default: '',
description: '要执行的行为树资产ID',
supportBinding: true
},
shareBlackboard: {
type: 'boolean',
default: true,
description: '是否共享黑板数据'
}
}
})
export class SubTreeExecutor implements INodeExecutor {
private assetManager: BehaviorTreeAssetManager | null = null;
private getAssetManager(): BehaviorTreeAssetManager {
if (!this.assetManager) {
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
}
return this.assetManager;
}
execute(context: NodeExecutionContext): TaskStatus {
const { runtime, state, entity } = context;
const treeAssetId = BindingHelper.getValue<string>(context, 'treeAssetId', '');
const shareBlackboard = BindingHelper.getValue<boolean>(context, 'shareBlackboard', true);
if (!treeAssetId) {
return TaskStatus.Failure;
}
const assetManager = this.getAssetManager();
const subTreeData = assetManager.getAsset(treeAssetId);
if (!subTreeData) {
console.warn(`未找到子树资产: ${treeAssetId}`);
return TaskStatus.Failure;
}
const rootNode = subTreeData.nodes.get(subTreeData.rootNodeId);
if (!rootNode) {
console.warn(`子树根节点未找到: ${subTreeData.rootNodeId}`);
return TaskStatus.Failure;
}
if (!shareBlackboard && state.status !== TaskStatus.Running) {
if (subTreeData.blackboardVariables) {
for (const [key, value] of subTreeData.blackboardVariables.entries()) {
if (!runtime.hasBlackboardKey(key)) {
runtime.setBlackboardValue(key, value);
}
}
}
}
const subTreeContext: NodeExecutionContext = {
entity,
nodeData: rootNode,
state: runtime.getNodeState(rootNode.id),
runtime,
treeData: subTreeData,
deltaTime: context.deltaTime,
totalTime: context.totalTime,
executeChild: (childId: string) => {
const childData = subTreeData.nodes.get(childId);
if (!childData) {
console.warn(`子树节点未找到: ${childId}`);
return TaskStatus.Failure;
}
const childContext: NodeExecutionContext = {
entity,
nodeData: childData,
state: runtime.getNodeState(childId),
runtime,
treeData: subTreeData,
deltaTime: context.deltaTime,
totalTime: context.totalTime,
executeChild: subTreeContext.executeChild
};
return this.executeSubTreeNode(childContext);
}
};
return this.executeSubTreeNode(subTreeContext);
}
private executeSubTreeNode(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime } = context;
const state = runtime.getNodeState(nodeData.id);
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
const childId = nodeData.children[state.currentChildIndex]!;
const childStatus = context.executeChild(childId);
if (childStatus === TaskStatus.Running) {
return TaskStatus.Running;
}
if (childStatus === TaskStatus.Failure) {
state.currentChildIndex = 0;
return TaskStatus.Failure;
}
state.currentChildIndex++;
if (state.currentChildIndex >= nodeData.children.length) {
state.currentChildIndex = 0;
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
const treeAssetId = BindingHelper.getValue<string>(context, 'treeAssetId', '');
if (treeAssetId) {
const assetManager = this.getAssetManager();
const subTreeData = assetManager.getAsset(treeAssetId);
if (subTreeData) {
const rootNode = subTreeData.nodes.get(subTreeData.rootNodeId);
if (rootNode) {
context.runtime.resetNodeState(rootNode.id);
if (rootNode.children) {
for (const childId of rootNode.children) {
context.runtime.resetNodeState(childId);
}
}
}
}
}
}
}

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@@ -0,0 +1,63 @@
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 超时装饰器执行器
*
* 限制子节点的执行时间
*/
@NodeExecutorMetadata({
implementationType: 'Timeout',
nodeType: NodeType.Decorator,
displayName: '超时',
description: '限制子节点的执行时间',
category: 'Decorator',
configSchema: {
timeout: {
type: 'number',
default: 1.0,
description: '超时时间(秒)',
min: 0,
supportBinding: true
}
}
})
export class TimeoutExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, state, totalTime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const timeout = BindingHelper.getValue<number>(context, 'timeout', 1.0);
if (state.startTime === undefined) {
state.startTime = totalTime;
}
const elapsedTime = totalTime - state.startTime;
if (elapsedTime >= timeout) {
delete state.startTime;
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
delete state.startTime;
return status;
}
reset(context: NodeExecutionContext): void {
delete context.state.startTime;
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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@@ -0,0 +1,45 @@
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 直到失败装饰器执行器
*
* 重复执行子节点直到失败
*/
@NodeExecutorMetadata({
implementationType: 'UntilFail',
nodeType: NodeType.Decorator,
displayName: '直到失败',
description: '重复执行子节点直到失败',
category: 'Decorator'
})
export class UntilFailExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Success;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Failure) {
return TaskStatus.Failure;
}
runtime.resetNodeState(childId);
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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@@ -0,0 +1,45 @@
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 直到成功装饰器执行器
*
* 重复执行子节点直到成功
*/
@NodeExecutorMetadata({
implementationType: 'UntilSuccess',
nodeType: NodeType.Decorator,
displayName: '直到成功',
description: '重复执行子节点直到成功',
category: 'Decorator'
})
export class UntilSuccessExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { nodeData, runtime } = context;
if (!nodeData.children || nodeData.children.length === 0) {
return TaskStatus.Failure;
}
const childId = nodeData.children[0]!;
const status = context.executeChild(childId);
if (status === TaskStatus.Running) {
return TaskStatus.Running;
}
if (status === TaskStatus.Success) {
return TaskStatus.Success;
}
runtime.resetNodeState(childId);
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
if (context.nodeData.children && context.nodeData.children.length > 0) {
context.runtime.resetNodeState(context.nodeData.children[0]!);
}
}
}

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@@ -0,0 +1,46 @@
import { TaskStatus, NodeType } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext, BindingHelper } from '../NodeExecutor';
import { NodeExecutorMetadata } from '../NodeMetadata';
/**
* 等待动作执行器
*
* 等待指定时间后返回成功
*/
@NodeExecutorMetadata({
implementationType: 'Wait',
nodeType: NodeType.Action,
displayName: '等待',
description: '等待指定时间后返回成功',
category: 'Action',
configSchema: {
duration: {
type: 'number',
default: 1.0,
description: '等待时长(秒)',
min: 0,
supportBinding: true
}
}
})
export class WaitAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, totalTime } = context;
const duration = BindingHelper.getValue<number>(context, 'duration', 1.0);
if (!state.startTime) {
state.startTime = totalTime;
return TaskStatus.Running;
}
if (totalTime - state.startTime >= duration) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
delete context.state.startTime;
}
}

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@@ -0,0 +1,29 @@
import { TaskStatus } from '../../Types/TaskStatus';
import { INodeExecutor, NodeExecutionContext } from '../NodeExecutor';
/**
* 等待动作执行器
*
* 等待指定时间后返回成功
*/
export class WaitActionExecutor implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const { state, nodeData, totalTime } = context;
const duration = nodeData.config['duration'] as number || 1.0;
if (!state.startTime) {
state.startTime = totalTime;
return TaskStatus.Running;
}
if (totalTime - state.startTime >= duration) {
return TaskStatus.Success;
}
return TaskStatus.Running;
}
reset(context: NodeExecutionContext): void {
delete context.state.startTime;
}
}

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@@ -0,0 +1,30 @@
export { SequenceExecutor } from './SequenceExecutor';
export { SelectorExecutor } from './SelectorExecutor';
export { ParallelExecutor } from './ParallelExecutor';
export { ParallelSelectorExecutor } from './ParallelSelectorExecutor';
export { RandomSequenceExecutor } from './RandomSequenceExecutor';
export { RandomSelectorExecutor } from './RandomSelectorExecutor';
export { InverterExecutor } from './InverterExecutor';
export { RepeaterExecutor } from './RepeaterExecutor';
export { AlwaysSucceedExecutor } from './AlwaysSucceedExecutor';
export { AlwaysFailExecutor } from './AlwaysFailExecutor';
export { UntilSuccessExecutor } from './UntilSuccessExecutor';
export { UntilFailExecutor } from './UntilFailExecutor';
export { ConditionalExecutor } from './ConditionalExecutor';
export { CooldownExecutor } from './CooldownExecutor';
export { TimeoutExecutor } from './TimeoutExecutor';
export { ServiceDecorator, ServiceRegistry } from './ServiceDecorator';
export type { IServiceExecutor } from './ServiceDecorator';
export { WaitAction } from './WaitAction';
export { LogAction } from './LogAction';
export { SetBlackboardValue } from './SetBlackboardValue';
export { ModifyBlackboardValue } from './ModifyBlackboardValue';
export { ExecuteAction } from './ExecuteAction';
export { SubTreeExecutor } from './SubTreeExecutor';
export { BlackboardCompare } from './BlackboardCompare';
export { BlackboardExists } from './BlackboardExists';
export { RandomProbability } from './RandomProbability';
export { ExecuteCondition } from './ExecuteCondition';

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@@ -0,0 +1,181 @@
import { Entity } from '@esengine/ecs-framework';
import { TaskStatus } from '../Types/TaskStatus';
import { BehaviorNodeData, BehaviorTreeData, NodeRuntimeState } from './BehaviorTreeData';
import { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
/**
* 节点执行上下文
*
* 包含执行节点所需的所有信息
*/
export interface NodeExecutionContext {
/** 游戏Entity行为树宿主 */
readonly entity: Entity;
/** 节点数据 */
readonly nodeData: BehaviorNodeData;
/** 节点运行时状态 */
readonly state: NodeRuntimeState;
/** 运行时组件(访问黑板等) */
readonly runtime: BehaviorTreeRuntimeComponent;
/** 行为树数据(访问子节点等) */
readonly treeData: BehaviorTreeData;
/** 当前帧增量时间 */
readonly deltaTime: number;
/** 总时间 */
readonly totalTime: number;
/** 执行子节点 */
executeChild(childId: string): TaskStatus;
}
/**
* 节点执行器接口
*
* 所有节点类型都需要实现对应的执行器
* 执行器是无状态的状态存储在NodeRuntimeState中
*/
export interface INodeExecutor {
/**
* 执行节点逻辑
*
* @param context 执行上下文
* @returns 执行结果状态
*/
execute(context: NodeExecutionContext): TaskStatus;
/**
* 重置节点状态(可选)
*
* 当节点完成或被中断时调用
*/
reset?(context: NodeExecutionContext): void;
}
/**
* 复合节点执行结果
*/
export interface CompositeExecutionResult {
/** 节点状态 */
status: TaskStatus;
/** 要激活的子节点索引列表undefined表示激活所有 */
activateChildren?: number[];
/** 是否停止所有子节点 */
stopAllChildren?: boolean;
}
/**
* 复合节点执行器接口
*/
export interface ICompositeExecutor extends INodeExecutor {
/**
* 执行复合节点逻辑
*
* @param context 执行上下文
* @returns 复合节点执行结果
*/
executeComposite(context: NodeExecutionContext): CompositeExecutionResult;
}
/**
* 绑定辅助工具
*
* 处理配置属性的黑板绑定
*/
export class BindingHelper {
/**
* 获取配置值(考虑黑板绑定)
*
* @param context 执行上下文
* @param configKey 配置键名
* @param defaultValue 默认值
* @returns 解析后的值
*/
static getValue<T = any>(
context: NodeExecutionContext,
configKey: string,
defaultValue?: T
): T {
const { nodeData, runtime } = context;
if (nodeData.bindings && nodeData.bindings[configKey]) {
const blackboardKey = nodeData.bindings[configKey];
const boundValue = runtime.getBlackboardValue<T>(blackboardKey);
return boundValue !== undefined ? boundValue : (defaultValue as T);
}
const configValue = nodeData.config[configKey];
return configValue !== undefined ? configValue : (defaultValue as T);
}
/**
* 检查配置是否绑定到黑板变量
*/
static hasBinding(context: NodeExecutionContext, configKey: string): boolean {
return !!(context.nodeData.bindings && context.nodeData.bindings[configKey]);
}
/**
* 获取绑定的黑板变量名
*/
static getBindingKey(context: NodeExecutionContext, configKey: string): string | undefined {
return context.nodeData.bindings?.[configKey];
}
}
/**
* 节点执行器注册表
*
* 管理所有节点类型的执行器
*/
export class NodeExecutorRegistry {
private executors: Map<string, INodeExecutor> = new Map();
/**
* 注册执行器
*
* @param implementationType 节点实现类型对应BehaviorNodeData.implementationType
* @param executor 执行器实例
*/
register(implementationType: string, executor: INodeExecutor): void {
if (this.executors.has(implementationType)) {
console.warn(`执行器已存在,将被覆盖: ${implementationType}`);
}
this.executors.set(implementationType, executor);
}
/**
* 获取执行器
*/
get(implementationType: string): INodeExecutor | undefined {
return this.executors.get(implementationType);
}
/**
* 检查是否有执行器
*/
has(implementationType: string): boolean {
return this.executors.has(implementationType);
}
/**
* 注销执行器
*/
unregister(implementationType: string): boolean {
return this.executors.delete(implementationType);
}
/**
* 清空所有执行器
*/
clear(): void {
this.executors.clear();
}
}

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@@ -0,0 +1,79 @@
import { NodeType } from '../Types/TaskStatus';
/**
* 配置参数定义
*/
export interface ConfigFieldDefinition {
type: 'string' | 'number' | 'boolean' | 'object' | 'array';
default?: any;
description?: string;
min?: number;
max?: number;
options?: string[];
supportBinding?: boolean;
allowMultipleConnections?: boolean;
}
/**
* 节点元数据
*/
export interface NodeMetadata {
implementationType: string;
nodeType: NodeType;
displayName: string;
description?: string;
category?: string;
configSchema?: Record<string, ConfigFieldDefinition>;
}
/**
* 节点元数据注册表
*/
export class NodeMetadataRegistry {
private static metadataMap: Map<string, NodeMetadata> = new Map();
private static executorClassMap: Map<Function, string> = new Map();
private static executorConstructors: Map<string, new () => any> = new Map();
static register(target: Function, metadata: NodeMetadata): void {
this.metadataMap.set(metadata.implementationType, metadata);
this.executorClassMap.set(target, metadata.implementationType);
this.executorConstructors.set(metadata.implementationType, target as new () => any);
}
static getMetadata(implementationType: string): NodeMetadata | undefined {
return this.metadataMap.get(implementationType);
}
static getAllMetadata(): NodeMetadata[] {
return Array.from(this.metadataMap.values());
}
static getByCategory(category: string): NodeMetadata[] {
return this.getAllMetadata().filter(m => m.category === category);
}
static getByNodeType(nodeType: NodeType): NodeMetadata[] {
return this.getAllMetadata().filter(m => m.nodeType === nodeType);
}
static getImplementationType(executorClass: Function): string | undefined {
return this.executorClassMap.get(executorClass);
}
static getExecutorConstructor(implementationType: string): (new () => any) | undefined {
return this.executorConstructors.get(implementationType);
}
static getAllExecutorConstructors(): Map<string, new () => any> {
return new Map(this.executorConstructors);
}
}
/**
* 节点执行器元数据装饰器
*/
export function NodeExecutorMetadata(metadata: NodeMetadata) {
return function (target: Function) {
NodeMetadataRegistry.register(target, metadata);
};
}

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@@ -0,0 +1,8 @@
export { BehaviorTreeData, BehaviorNodeData, NodeRuntimeState, createDefaultRuntimeState } from './BehaviorTreeData';
export { BehaviorTreeRuntimeComponent } from './BehaviorTreeRuntimeComponent';
export { BehaviorTreeAssetManager } from './BehaviorTreeAssetManager';
export { INodeExecutor, NodeExecutionContext, NodeExecutorRegistry, BindingHelper } from './NodeExecutor';
export { BehaviorTreeExecutionSystem } from './BehaviorTreeExecutionSystem';
export { NodeMetadata, ConfigFieldDefinition, NodeMetadataRegistry, NodeExecutorMetadata } from './NodeMetadata';
export * from './Executors';

View File

@@ -22,6 +22,14 @@ export interface BlackboardVariableDefinition {
description?: string;
}
/**
* 行为树节点配置数据
*/
export interface BehaviorNodeConfigData {
className?: string;
[key: string]: any;
}
/**
* 行为树节点数据(运行时格式)
*/
@@ -31,7 +39,7 @@ export interface BehaviorTreeNodeData {
nodeType: NodeType;
// 节点类型特定数据
data: Record<string, any>;
data: BehaviorNodeConfigData;
// 子节点ID列表
children: string[];
@@ -216,11 +224,19 @@ export class BehaviorTreeAssetValidator {
}
}
return {
valid: errors.length === 0,
errors: errors.length > 0 ? errors : undefined,
warnings: warnings.length > 0 ? warnings : undefined
const result: AssetValidationResult = {
valid: errors.length === 0
};
if (errors.length > 0) {
result.errors = errors;
}
if (warnings.length > 0) {
result.warnings = warnings;
}
return result;
}
/**

View File

@@ -1,396 +0,0 @@
import { Entity, IScene, createLogger } from '@esengine/ecs-framework';
import type { BehaviorTreeAsset, BehaviorTreeNodeData, BlackboardVariableDefinition, PropertyBinding } from './BehaviorTreeAsset';
import { BehaviorTreeNode } from '../Components/BehaviorTreeNode';
import { BlackboardComponent } from '../Components/BlackboardComponent';
import { PropertyBindings } from '../Components/PropertyBindings';
import { NodeType } from '../Types/TaskStatus';
// 导入所有节点组件
import { RootNode } from '../Components/Composites/RootNode';
import { SequenceNode } from '../Components/Composites/SequenceNode';
import { SelectorNode } from '../Components/Composites/SelectorNode';
import { ParallelNode } from '../Components/Composites/ParallelNode';
import { ParallelSelectorNode } from '../Components/Composites/ParallelSelectorNode';
import { RandomSequenceNode } from '../Components/Composites/RandomSequenceNode';
import { RandomSelectorNode } from '../Components/Composites/RandomSelectorNode';
import { InverterNode } from '../Components/Decorators/InverterNode';
import { RepeaterNode } from '../Components/Decorators/RepeaterNode';
import { UntilSuccessNode } from '../Components/Decorators/UntilSuccessNode';
import { UntilFailNode } from '../Components/Decorators/UntilFailNode';
import { AlwaysSucceedNode } from '../Components/Decorators/AlwaysSucceedNode';
import { AlwaysFailNode } from '../Components/Decorators/AlwaysFailNode';
import { ConditionalNode } from '../Components/Decorators/ConditionalNode';
import { CooldownNode } from '../Components/Decorators/CooldownNode';
import { TimeoutNode } from '../Components/Decorators/TimeoutNode';
import { WaitAction } from '../Components/Actions/WaitAction';
import { LogAction } from '../Components/Actions/LogAction';
import { SetBlackboardValueAction } from '../Components/Actions/SetBlackboardValueAction';
import { ModifyBlackboardValueAction } from '../Components/Actions/ModifyBlackboardValueAction';
import { ExecuteAction } from '../Components/Actions/ExecuteAction';
import { BlackboardCompareCondition, CompareOperator } from '../Components/Conditions/BlackboardCompareCondition';
import { BlackboardExistsCondition } from '../Components/Conditions/BlackboardExistsCondition';
import { RandomProbabilityCondition } from '../Components/Conditions/RandomProbabilityCondition';
import { ExecuteCondition } from '../Components/Conditions/ExecuteCondition';
import { AbortType } from '../Types/TaskStatus';
const logger = createLogger('BehaviorTreeAssetLoader');
/**
* 实例化选项
*/
export interface InstantiateOptions {
/**
* 实体名称前缀
*/
namePrefix?: string;
/**
* 是否共享黑板如果为true将使用全局黑板服务
*/
sharedBlackboard?: boolean;
/**
* 黑板变量覆盖(用于运行时动态设置初始值)
*/
blackboardOverrides?: Record<string, any>;
/**
* 是否作为子树实例化
* 如果为 true根节点不会添加 RootNode 组件,避免触发预加载逻辑
*/
asSubTree?: boolean;
}
/**
* 行为树资产加载器
*
* 将BehaviorTreeAsset实例化为可运行的Entity树
*/
export class BehaviorTreeAssetLoader {
/**
* 从资产实例化行为树
*
* @param asset 行为树资产
* @param scene 目标场景
* @param options 实例化选项
* @returns 根实体
*
* @example
* ```typescript
* const asset = await loadAssetFromFile('enemy-ai.btree.bin');
* const aiRoot = BehaviorTreeAssetLoader.instantiate(asset, scene);
* BehaviorTreeStarter.start(aiRoot);
* ```
*/
static instantiate(
asset: BehaviorTreeAsset,
scene: IScene,
options: InstantiateOptions = {}
): Entity {
logger.info(`开始实例化行为树: ${asset.metadata.name}`);
// 创建节点映射
const nodeMap = new Map<string, BehaviorTreeNodeData>();
for (const node of asset.nodes) {
nodeMap.set(node.id, node);
}
// 查找根节点
const rootNodeData = nodeMap.get(asset.rootNodeId);
if (!rootNodeData) {
throw new Error(`未找到根节点: ${asset.rootNodeId}`);
}
// 创建实体映射
const entityMap = new Map<string, Entity>();
// 递归创建实体树
const rootEntity = this.createEntityTree(
rootNodeData,
nodeMap,
entityMap,
scene,
options.namePrefix,
options.asSubTree
);
// 添加黑板
this.setupBlackboard(rootEntity, asset.blackboard, options.blackboardOverrides);
// 设置属性绑定
if (asset.propertyBindings && asset.propertyBindings.length > 0) {
this.setupPropertyBindings(asset.propertyBindings, entityMap);
}
logger.info(`行为树实例化完成: ${asset.nodes.length} 个节点`);
return rootEntity;
}
/**
* 递归创建实体树
*/
private static createEntityTree(
nodeData: BehaviorTreeNodeData,
nodeMap: Map<string, BehaviorTreeNodeData>,
entityMap: Map<string, Entity>,
scene: IScene,
namePrefix?: string,
asSubTree?: boolean,
isRootOfSubTree: boolean = true
): Entity {
const entityName = namePrefix ? `${namePrefix}_${nodeData.name}` : nodeData.name;
const entity = scene.createEntity(entityName);
// 记录实体
entityMap.set(nodeData.id, entity);
// 添加BehaviorTreeNode组件
const btNode = entity.addComponent(new BehaviorTreeNode());
btNode.nodeType = nodeData.nodeType;
btNode.nodeName = nodeData.name;
// 添加节点特定组件(如果是子树的根节点,跳过 RootNode
this.addNodeComponents(entity, nodeData, asSubTree && isRootOfSubTree);
// 递归创建子节点
for (const childId of nodeData.children) {
const childData = nodeMap.get(childId);
if (!childData) {
logger.warn(`子节点未找到: ${childId}`);
continue;
}
const childEntity = this.createEntityTree(
childData,
nodeMap,
entityMap,
scene,
namePrefix,
asSubTree,
false // 子节点不是根节点
);
entity.addChild(childEntity);
}
return entity;
}
/**
* 添加节点特定组件
* @param skipRootNode 是否跳过添加 RootNode 组件(用于子树)
*/
private static addNodeComponents(entity: Entity, nodeData: BehaviorTreeNodeData, skipRootNode: boolean = false): void {
const { nodeType, data, name } = nodeData;
logger.debug(`addNodeComponents: name=${name}, data.nodeType=${data.nodeType}, skipRootNode=${skipRootNode}`);
// 根据节点类型和名称添加对应组件
if (data.nodeType === 'root' || name === '根节点' || name === 'Root') {
if (!skipRootNode) {
logger.debug(`添加 RootNode 组件: ${name}`);
entity.addComponent(new RootNode());
} else {
// 子树的根节点,使用第一个子节点的类型(通常是 SequenceNode
logger.debug(`跳过为子树根节点添加 RootNode: ${name}`);
// 添加一个默认的 SequenceNode 作为子树的根
this.addCompositeComponent(entity, '序列', data);
}
}
// 组合节点
else if (nodeType === NodeType.Composite) {
this.addCompositeComponent(entity, name, data);
}
// 装饰器节点
else if (nodeType === NodeType.Decorator) {
this.addDecoratorComponent(entity, name, data);
}
// 动作节点
else if (nodeType === NodeType.Action) {
this.addActionComponent(entity, name, data);
}
// 条件节点
else if (nodeType === NodeType.Condition) {
this.addConditionComponent(entity, name, data);
}
}
/**
* 添加组合节点组件
*/
private static addCompositeComponent(entity: Entity, name: string, data: Record<string, any>): void {
const nameLower = name.toLowerCase();
if (nameLower.includes('sequence') || nameLower.includes('序列')) {
const node = entity.addComponent(new SequenceNode());
node.abortType = (data.abortType as AbortType) ?? AbortType.None;
} else if (nameLower.includes('selector') || nameLower.includes('选择')) {
const node = entity.addComponent(new SelectorNode());
node.abortType = (data.abortType as AbortType) ?? AbortType.None;
} else if (nameLower.includes('parallelselector') || nameLower.includes('并行选择')) {
const node = entity.addComponent(new ParallelSelectorNode());
node.failurePolicy = data.failurePolicy ?? 'one';
} else if (nameLower.includes('parallel') || nameLower.includes('并行')) {
const node = entity.addComponent(new ParallelNode());
node.successPolicy = data.successPolicy ?? 'all';
node.failurePolicy = data.failurePolicy ?? 'one';
} else if (nameLower.includes('randomsequence') || nameLower.includes('随机序列')) {
entity.addComponent(new RandomSequenceNode());
} else if (nameLower.includes('randomselector') || nameLower.includes('随机选择')) {
entity.addComponent(new RandomSelectorNode());
} else {
logger.warn(`未知的组合节点类型: ${name}`);
}
}
/**
* 添加装饰器组件
*/
private static addDecoratorComponent(entity: Entity, name: string, data: Record<string, any>): void {
const nameLower = name.toLowerCase();
if (nameLower.includes('inverter') || nameLower.includes('反转')) {
entity.addComponent(new InverterNode());
} else if (nameLower.includes('repeater') || nameLower.includes('重复')) {
const node = entity.addComponent(new RepeaterNode());
node.repeatCount = data.repeatCount ?? -1;
node.endOnFailure = data.endOnFailure ?? false;
} else if (nameLower.includes('untilsuccess') || nameLower.includes('直到成功')) {
entity.addComponent(new UntilSuccessNode());
} else if (nameLower.includes('untilfail') || nameLower.includes('直到失败')) {
entity.addComponent(new UntilFailNode());
} else if (nameLower.includes('alwayssucceed') || nameLower.includes('总是成功')) {
entity.addComponent(new AlwaysSucceedNode());
} else if (nameLower.includes('alwaysfail') || nameLower.includes('总是失败')) {
entity.addComponent(new AlwaysFailNode());
} else if (nameLower.includes('conditional') || nameLower.includes('条件装饰')) {
const node = entity.addComponent(new ConditionalNode());
node.conditionCode = data.conditionCode ?? '';
node.shouldReevaluate = data.shouldReevaluate ?? true;
} else if (nameLower.includes('cooldown') || nameLower.includes('冷却')) {
const node = entity.addComponent(new CooldownNode());
node.cooldownTime = data.cooldownTime ?? 1.0;
} else if (nameLower.includes('timeout') || nameLower.includes('超时')) {
const node = entity.addComponent(new TimeoutNode());
node.timeoutDuration = data.timeoutDuration ?? 1.0;
} else {
logger.warn(`未知的装饰器类型: ${name}`);
}
}
/**
* 添加动作组件
*/
private static addActionComponent(entity: Entity, name: string, data: Record<string, any>): void {
const nameLower = name.toLowerCase();
if (nameLower.includes('wait') || nameLower.includes('等待')) {
const action = entity.addComponent(new WaitAction());
action.waitTime = data.waitTime ?? 1.0;
} else if (nameLower.includes('log') || nameLower.includes('日志')) {
const action = entity.addComponent(new LogAction());
action.message = data.message ?? '';
action.level = data.level ?? 'log';
} else if (nameLower.includes('setblackboard') || nameLower.includes('setvalue') || nameLower.includes('设置变量')) {
const action = entity.addComponent(new SetBlackboardValueAction());
action.variableName = data.variableName ?? '';
action.value = data.value;
} else if (nameLower.includes('modifyblackboard') || nameLower.includes('modifyvalue') || nameLower.includes('修改变量')) {
const action = entity.addComponent(new ModifyBlackboardValueAction());
action.variableName = data.variableName ?? '';
action.operation = data.operation ?? 'add';
action.operand = data.operand ?? 0;
} else if (nameLower.includes('execute') || nameLower.includes('自定义')) {
const action = entity.addComponent(new ExecuteAction());
action.actionCode = data.actionCode ?? 'return TaskStatus.Success;';
} else {
logger.warn(`未知的动作类型: ${name}`);
}
}
/**
* 添加条件组件
*/
private static addConditionComponent(entity: Entity, name: string, data: Record<string, any>): void {
const nameLower = name.toLowerCase();
if (nameLower.includes('compare') || nameLower.includes('比较变量')) {
const condition = entity.addComponent(new BlackboardCompareCondition());
condition.variableName = data.variableName ?? '';
condition.operator = (data.operator as CompareOperator) ?? CompareOperator.Equal;
condition.compareValue = data.compareValue;
condition.invertResult = data.invertResult ?? false;
} else if (nameLower.includes('exists') || nameLower.includes('变量存在')) {
const condition = entity.addComponent(new BlackboardExistsCondition());
condition.variableName = data.variableName ?? '';
condition.checkNotNull = data.checkNotNull ?? false;
condition.invertResult = data.invertResult ?? false;
} else if (nameLower.includes('random') || nameLower.includes('概率')) {
const condition = entity.addComponent(new RandomProbabilityCondition());
condition.probability = data.probability ?? 0.5;
} else if (nameLower.includes('execute') || nameLower.includes('执行条件')) {
const condition = entity.addComponent(new ExecuteCondition());
condition.conditionCode = data.conditionCode ?? '';
condition.invertResult = data.invertResult ?? false;
} else {
logger.warn(`未知的条件类型: ${name}`);
}
}
/**
* 设置黑板
*/
private static setupBlackboard(
rootEntity: Entity,
blackboardDef: BlackboardVariableDefinition[],
overrides?: Record<string, any>
): void {
const blackboard = rootEntity.addComponent(new BlackboardComponent());
for (const variable of blackboardDef) {
const value = overrides && overrides[variable.name] !== undefined
? overrides[variable.name]
: variable.defaultValue;
blackboard.defineVariable(
variable.name,
variable.type,
value,
{
readonly: variable.readonly,
description: variable.description
}
);
}
logger.info(`已设置黑板: ${blackboardDef.length} 个变量`);
}
/**
* 设置属性绑定
*/
private static setupPropertyBindings(
bindings: PropertyBinding[],
entityMap: Map<string, Entity>
): void {
for (const binding of bindings) {
const entity = entityMap.get(binding.nodeId);
if (!entity) {
logger.warn(`属性绑定引用的节点不存在: ${binding.nodeId}`);
continue;
}
let propertyBindings = entity.getComponent(PropertyBindings);
if (!propertyBindings) {
propertyBindings = entity.addComponent(new PropertyBindings());
}
propertyBindings.addBinding(binding.propertyName, binding.variableName);
}
logger.info(`已设置属性绑定: ${bindings.length} 个绑定`);
}
}

View File

@@ -1,5 +1,4 @@
import { encode, decode } from '@msgpack/msgpack';
import { createLogger } from '@esengine/ecs-framework';
import { createLogger, BinarySerializer } from '@esengine/ecs-framework';
import type { BehaviorTreeAsset } from './BehaviorTreeAsset';
import { BehaviorTreeAssetValidator } from './BehaviorTreeAsset';
import { EditorFormatConverter, type EditorFormat } from './EditorFormatConverter';
@@ -49,7 +48,7 @@ export interface DeserializationOptions {
/**
* 行为树资产序列化器
*
* 支持JSON和二进制MessagePack两种格式
* 支持JSON和二进制两种格式
*/
export class BehaviorTreeAssetSerializer {
/**
@@ -110,11 +109,11 @@ export class BehaviorTreeAssetSerializer {
}
/**
* 序列化为二进制格式MessagePack
* 序列化为二进制格式
*/
private static serializeToBinary(asset: BehaviorTreeAsset): Uint8Array {
try {
const binary = encode(asset);
const binary = BinarySerializer.encode(asset);
logger.info(`已序列化为二进制: ${binary.length} 字节`);
return binary;
} catch (error) {
@@ -208,7 +207,7 @@ export class BehaviorTreeAssetSerializer {
*/
private static deserializeFromBinary(binary: Uint8Array): BehaviorTreeAsset {
try {
const asset = decode(binary) as BehaviorTreeAsset;
const asset = BinarySerializer.decode(binary) as BehaviorTreeAsset;
logger.info(`已从二进制反序列化: ${asset.nodes.length} 个节点`);
return asset;
} catch (error) {
@@ -251,7 +250,7 @@ export class BehaviorTreeAssetSerializer {
if (format === 'json') {
asset = JSON.parse(data as string);
} else {
asset = decode(data as Uint8Array) as BehaviorTreeAsset;
asset = BinarySerializer.decode(data as Uint8Array) as BehaviorTreeAsset;
}
const size = typeof data === 'string' ? data.length : data.length;

View File

@@ -1,189 +0,0 @@
import { Entity, IScene, SceneSerializer, SerializedScene, SerializedEntity } from '@esengine/ecs-framework';
import { BehaviorTreeNode } from '../Components/BehaviorTreeNode';
/**
* 行为树持久化工具
*
* 使用框架的序列化系统进行二进制/JSON序列化
*/
export class BehaviorTreePersistence {
/**
* 序列化行为树JSON格式
*
* @param rootEntity 行为树根实体
* @param pretty 是否格式化
* @returns 序列化数据JSON字符串或二进制
*
* @example
* ```typescript
* const data = BehaviorTreePersistence.serialize(aiRoot);
* ```
*/
static serialize(rootEntity: Entity, pretty: boolean = true): string | Uint8Array {
if (!rootEntity.hasComponent(BehaviorTreeNode)) {
throw new Error('Entity must have BehaviorTreeNode component');
}
if (!rootEntity.scene) {
throw new Error('Entity must be attached to a scene');
}
// 使用 SceneSerializer但只序列化这棵行为树
// 创建一个临时场景包含只这个实体树
return SceneSerializer.serialize(rootEntity.scene, {
format: 'json',
pretty: pretty,
includeMetadata: true
});
}
/**
* 从序列化数据加载行为树
*
* @param scene 场景实例
* @param data 序列化数据JSON字符串或二进制
*
* @example
* ```typescript
* // 从文件读取
* const json = await readFile('behavior-tree.json');
*
* // 恢复行为树到场景
* BehaviorTreePersistence.deserialize(scene, json);
* ```
*/
static deserialize(scene: IScene, data: string | Uint8Array): void {
SceneSerializer.deserialize(scene, data, {
strategy: 'merge'
});
}
/**
* 序列化为 JSON 字符串
*
* @param rootEntity 行为树根实体
* @param pretty 是否格式化
* @returns JSON 字符串
*/
static toJSON(rootEntity: Entity, pretty: boolean = true): string {
const data = this.serialize(rootEntity, pretty);
return JSON.stringify(data, null, pretty ? 2 : 0);
}
/**
* 从 JSON 字符串加载
*
* @param scene 场景实例
* @param json JSON 字符串
*/
static fromJSON(scene: IScene, json: string): void {
this.deserialize(scene, json);
}
/**
* 保存到文件(需要 Tauri 环境)
*
* @param rootEntity 行为树根实体
* @param filePath 文件路径
*
* @example
* ```typescript
* await BehaviorTreePersistence.saveToFile(aiRoot, 'ai-behavior.json');
* ```
*/
static async saveToFile(rootEntity: Entity, filePath: string): Promise<void> {
const json = this.toJSON(rootEntity, true);
// 需要在 Tauri 环境中使用
// const { writeTextFile } = await import('@tauri-apps/api/fs');
// await writeTextFile(filePath, json);
throw new Error('saveToFile requires Tauri environment. Use toJSON() for manual saving.');
}
/**
* 从文件加载(需要 Tauri 环境)
*
* @param scene 场景实例
* @param filePath 文件路径
* @returns 恢复的根实体
*
* @example
* ```typescript
* const aiRoot = await BehaviorTreePersistence.loadFromFile(scene, 'ai-behavior.json');
* ```
*/
static async loadFromFile(scene: IScene, filePath: string): Promise<Entity> {
// 需要在 Tauri 环境中使用
// const { readTextFile } = await import('@tauri-apps/api/fs');
// const json = await readTextFile(filePath);
// return this.fromJSON(scene, json);
throw new Error('loadFromFile requires Tauri environment. Use fromJSON() for manual loading.');
}
/**
* 验证是否为有效的行为树数据
*
* @param data 序列化数据(字符串格式)
* @returns 是否有效
*/
static validate(data: string): boolean {
try {
const parsed = JSON.parse(data) as SerializedScene;
if (!parsed || typeof parsed !== 'object') {
return false;
}
// 检查必要字段
if (!parsed.name ||
typeof parsed.version !== 'number' ||
!Array.isArray(parsed.entities) ||
!Array.isArray(parsed.componentTypeRegistry)) {
return false;
}
// 检查是否至少有一个实体包含 BehaviorTreeNode 组件
const hasBehaviorTreeNode = parsed.entities.some((entity: SerializedEntity) => {
return entity.components.some(
(comp: any) => comp.type === 'BehaviorTreeNode'
);
});
return hasBehaviorTreeNode;
} catch {
return false;
}
}
/**
* 克隆行为树
*
* @param scene 场景实例
* @param rootEntity 要克隆的行为树根实体
* @returns 克隆的新实体
*
* @example
* ```typescript
* const clonedAI = BehaviorTreePersistence.clone(scene, originalAI);
* ```
*/
static clone(scene: IScene, rootEntity: Entity): Entity {
const data = this.serialize(rootEntity);
const entityCountBefore = scene.entities.count;
this.deserialize(scene, data);
// 找到新添加的根实体(最后添加的实体)
const entities = Array.from(scene.entities.buffer);
for (let i = entities.length - 1; i >= entityCountBefore; i--) {
const entity = entities[i];
if (entity.hasComponent(BehaviorTreeNode) && !entity.parent) {
return entity;
}
}
throw new Error('Failed to find cloned root entity');
}
}

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