2025-09-02 17:05:46 +08:00
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# 行为树
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2025-06-04 23:10:59 +08:00
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2025-09-04 14:08:19 +08:00
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> 一个简洁、高效的 TypeScript 行为树库。遵循"好品味"设计原则:简单数据结构,消除特殊情况,直接暴露问题。
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[](https://badge.fury.io/js/kunpocc-behaviortree)
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[](https://opensource.org/licenses/ISC)
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2025-09-02 17:05:46 +08:00
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## 特性
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- 🎯 **简洁设计**: 零废话,直接解决问题
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- 🔧 **类型安全**: 完整 TypeScript 支持
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- 🚀 **高性能**: 优化的执行机制,最小开销
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- 🧠 **记忆节点**: 智能状态记忆,避免重复计算
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- 📦 **零依赖**: 纯净实现,无第三方依赖
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- 🔄 **状态管理**: 分层黑板系统,数据隔离清晰
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## 快速开始
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2025-09-04 14:08:19 +08:00
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### 安装
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2025-09-02 17:05:46 +08:00
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```bash
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npm install kunpocc-behaviortree
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```
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2025-09-04 14:08:19 +08:00
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### 基础示例
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```typescript
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import {
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BehaviorTree, Status, Action, Condition,
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Sequence, Selector
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} from 'kunpocc-behaviortree';
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// 定义实体
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interface Enemy {
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health: number;
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hasWeapon: boolean;
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position: { x: number, y: number };
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}
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const enemy: Enemy = {
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health: 30,
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hasWeapon: true,
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position: { x: 100, y: 200 }
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};
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// 创建行为树
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const tree = new BehaviorTree(enemy,
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new Selector(
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// 生命值低时逃跑
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new Sequence(
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new Condition((node) => {
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const entity = node.getEntity<Enemy>();
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return entity.health < 50;
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}),
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new Action((node) => {
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console.log("血量低,逃跑!");
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return Status.SUCCESS;
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})
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),
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// 否则攻击
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new Action((node) => {
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console.log("发起攻击!");
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return Status.SUCCESS;
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})
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)
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);
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// 执行
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tree.tick(); // 输出: "血量低,逃跑!"
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```
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## 核心概念
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### 状态类型
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```typescript
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enum Status {
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SUCCESS, // 成功
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FAILURE, // 失败
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RUNNING // 运行中
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}
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```
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### 节点类型
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- **组合节点**: 控制子节点执行逻辑(Sequence、Selector、Parallel等)
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- **装饰节点**: 修饰单个子节点(Inverter、Repeat、Limit等)
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- **叶子节点**: 执行具体逻辑(Action、Condition、Wait等)
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## 节点详解
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### 组合节点 (Composite)
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#### Sequence - 顺序节点
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按顺序执行子节点,全部成功才成功:
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```typescript
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new Sequence(
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checkAmmo, // 检查弹药
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aim, // 瞄准
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shoot // 射击
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)
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// 只有全部成功才返回SUCCESS
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```
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#### Selector - 选择节点
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选择第一个成功的子节点:
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```typescript
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new Selector(
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tryMeleeAttack, // 尝试近战
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tryRangedAttack, // 尝试远程
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retreat // 撤退
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)
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// 任一成功就返回SUCCESS
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```
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#### Parallel - 并行节点
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同时执行所有子节点,全部成功才成功:
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```typescript
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new Parallel(
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moveToTarget, // 移动到目标
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playAnimation, // 播放动画
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updateUI // 更新UI
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)
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// 任一失败返回FAILURE,有RUNNING返回RUNNING,全部SUCCESS才返回SUCCESS
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```
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#### ParallelAnySuccess - 并行任一成功
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同时执行所有子节点,任一成功就成功:
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```typescript
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new ParallelAnySuccess(
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findCover, // 寻找掩体
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callForHelp, // 呼叫支援
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counterAttack // 反击
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)
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// 任一SUCCESS就返回SUCCESS
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```
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#### Memory节点 - 状态记忆
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记忆节点会记住上次执行位置,避免重复执行:
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```typescript
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// MemSequence - 记忆顺序节点
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new MemSequence(
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longTask1, // 第一次:SUCCESS,继续下一个
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longTask2, // 第一次:RUNNING,记住这个位置; 第二次:从longTask2开始继续执行
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longTask3
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)
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// MemSelector - 记忆选择节点
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new MemSelector(
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expensiveCheck1, // 第一次:FAILURE,继续下一个
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expensiveCheck2, // 第一次:RUNNING,记住这个位置; 第二次:从expensiveCheck2开始执行
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fallback // 如果前面都是FAILURE才会执行到这里
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)
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```
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#### RandomSelector - 随机选择
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随机选择一个子节点执行:
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```typescript
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new RandomSelector(
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idleBehavior1,
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idleBehavior2,
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idleBehavior3
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)
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```
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### 装饰节点 (Decorator)
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#### Inverter - 反转节点
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反转子节点的成功/失败状态:
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```typescript
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new Inverter(
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new Condition((node) => {
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const enemy = node.getEntity<Enemy>();
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return enemy.isAlive;
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})
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) // 敌人死亡时返回SUCCESS
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```
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#### Repeat - 重复节点
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重复执行子节点指定次数:
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```typescript
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new Repeat(
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new Action((node) => {
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console.log("射击");
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return Status.SUCCESS;
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}),
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3 // 射击3次
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)
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```
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#### RepeatUntilSuccess - 重复直到成功
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```typescript
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new RepeatUntilSuccess(
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new Action((node) => {
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console.log("尝试开门");
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return Math.random() > 0.5 ? Status.SUCCESS : Status.FAILURE;
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}),
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5 // 最多尝试5次
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)
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```
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#### RepeatUntilFailure - 重复直到失败
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```typescript
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new RepeatUntilFailure(
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new Action((node) => {
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console.log("收集资源");
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return Status.SUCCESS; // 持续收集直到失败
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}),
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10 // 最多收集10次
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)
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```
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#### LimitTime - 时间限制
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```typescript
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new LimitTime(
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new Action((node) => {
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console.log("执行复杂计算");
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return Status.SUCCESS;
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}),
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2.0 // 最多执行2秒
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)
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```
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#### LimitTicks - 次数限制
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```typescript
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new LimitTicks(
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new Action((node) => {
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console.log("尝试操作");
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return Status.SUCCESS;
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}),
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5 // 最多执行5次
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)
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```
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### 叶子节点 (Leaf)
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#### Action - 动作节点
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执行自定义逻辑:
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```typescript
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new Action((node) => {
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// 直接获取实体
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const target = node.getEntity<Character>();
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// 访问黑板数据
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const ammo = node.get<number>('ammo');
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if (target && ammo > 0) {
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console.log("攻击目标");
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node.set('ammo', ammo - 1);
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return Status.SUCCESS;
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}
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return Status.FAILURE;
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})
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```
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#### Condition - 条件节点
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检查条件:
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```typescript
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new Condition((node) => {
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const player = node.getEntity<Player>();
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const health = player.health;
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return health > 50; // true->SUCCESS, false->FAILURE
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})
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```
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#### WaitTime - 时间等待
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```typescript
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new WaitTime(2.5) // 等待2.5秒
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```
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#### WaitTicks - 帧数等待
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```typescript
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new WaitTicks(60) // 等待60帧
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```
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## 黑板系统
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黑板系统提供分层数据存储,支持数据隔离和查找链:
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```typescript
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// 在节点中使用黑板
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new Action((node) => {
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// 直接获取实体
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const entity = node.getEntity<Character>();
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// 本地数据(仅当前节点可见)
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node.set('local_count', 1);
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const count = node.get<number>('local_count');
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// 树级数据(整棵树可见)
|
|
|
|
|
|
node.setRoot('tree_data', 'shared');
|
|
|
|
|
|
const shared = node.getRoot<string>('tree_data');
|
|
|
|
|
|
|
|
|
|
|
|
// 全局数据(所有树可见)
|
|
|
|
|
|
node.setGlobal('global_config', config);
|
|
|
|
|
|
const config = node.getGlobal<Config>('global_config');
|
|
|
|
|
|
|
2025-09-02 17:05:46 +08:00
|
|
|
|
return Status.SUCCESS;
|
2025-09-04 14:08:19 +08:00
|
|
|
|
})
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
### 数据查找链
|
|
|
|
|
|
黑板数据按以下顺序查找:
|
|
|
|
|
|
1. 当前节点的本地黑板
|
|
|
|
|
|
2. 父节点的黑板
|
|
|
|
|
|
3. 递归向上查找到根节点
|
|
|
|
|
|
|
|
|
|
|
|
### Memory节点的数据隔离
|
|
|
|
|
|
Memory节点会创建独立的子黑板,确保状态隔离:
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
const mem1 = new MemSequence(/* ... */);
|
|
|
|
|
|
const mem2 = new MemSequence(/* ... */);
|
|
|
|
|
|
// mem1 和 mem2 的记忆状态完全独立
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 完整示例
|
|
|
|
|
|
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
import {
|
|
|
|
|
|
BehaviorTree, Status, Action, Condition,
|
|
|
|
|
|
Sequence, Selector, MemSelector, Parallel,
|
|
|
|
|
|
Inverter, RepeatUntilSuccess, LimitTime
|
|
|
|
|
|
} from 'kunpocc-behaviortree';
|
|
|
|
|
|
|
|
|
|
|
|
interface Character {
|
|
|
|
|
|
health: number;
|
|
|
|
|
|
mana: number;
|
|
|
|
|
|
hasWeapon: boolean;
|
|
|
|
|
|
isInCombat: boolean;
|
|
|
|
|
|
position: { x: number, y: number };
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const character: Character = {
|
|
|
|
|
|
health: 80,
|
|
|
|
|
|
mana: 50,
|
|
|
|
|
|
hasWeapon: true,
|
|
|
|
|
|
isInCombat: false,
|
|
|
|
|
|
position: { x: 0, y: 0 }
|
|
|
|
|
|
};
|
2025-09-02 17:05:46 +08:00
|
|
|
|
|
2025-09-04 14:08:19 +08:00
|
|
|
|
// 构建复杂行为树
|
|
|
|
|
|
const behaviorTree = new BehaviorTree(character,
|
2025-09-02 17:05:46 +08:00
|
|
|
|
new Selector(
|
2025-09-04 14:08:19 +08:00
|
|
|
|
// 战斗行为
|
|
|
|
|
|
new Sequence(
|
|
|
|
|
|
new Condition((node) => {
|
|
|
|
|
|
const char = node.getEntity<Character>();
|
|
|
|
|
|
return char.isInCombat;
|
|
|
|
|
|
}),
|
|
|
|
|
|
new Selector(
|
|
|
|
|
|
// 生命值低时治疗
|
|
|
|
|
|
new Sequence(
|
|
|
|
|
|
new Condition((node) => {
|
|
|
|
|
|
const char = node.getEntity<Character>();
|
|
|
|
|
|
return char.health < 30;
|
|
|
|
|
|
}),
|
|
|
|
|
|
new RepeatUntilSuccess(
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
const char = node.getEntity<Character>();
|
|
|
|
|
|
if (char.mana >= 10) {
|
|
|
|
|
|
char.health += 20;
|
|
|
|
|
|
char.mana -= 10;
|
|
|
|
|
|
console.log("治疗完成");
|
|
|
|
|
|
return Status.SUCCESS;
|
|
|
|
|
|
}
|
|
|
|
|
|
return Status.FAILURE;
|
|
|
|
|
|
}),
|
|
|
|
|
|
3 // 最多尝试3次
|
|
|
|
|
|
)
|
|
|
|
|
|
),
|
|
|
|
|
|
// 正常攻击
|
|
|
|
|
|
new Sequence(
|
|
|
|
|
|
new Condition((node) => {
|
|
|
|
|
|
const char = node.getEntity<Character>();
|
|
|
|
|
|
return char.hasWeapon;
|
|
|
|
|
|
}),
|
|
|
|
|
|
new LimitTime(
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
console.log("发起攻击");
|
|
|
|
|
|
return Status.SUCCESS;
|
|
|
|
|
|
}),
|
|
|
|
|
|
1.0 // 攻击最多1秒
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
)
|
|
|
|
|
|
),
|
|
|
|
|
|
// 非战斗行为 - 巡逻
|
|
|
|
|
|
new MemSelector(
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
console.log("巡逻点A");
|
|
|
|
|
|
return Status.SUCCESS;
|
|
|
|
|
|
}),
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
console.log("巡逻点B");
|
|
|
|
|
|
return Status.SUCCESS;
|
|
|
|
|
|
}),
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
console.log("巡逻点C");
|
|
|
|
|
|
return Status.SUCCESS;
|
|
|
|
|
|
})
|
|
|
|
|
|
)
|
2025-09-02 17:05:46 +08:00
|
|
|
|
)
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// 执行行为树
|
2025-09-04 14:08:19 +08:00
|
|
|
|
console.log("=== 执行行为树 ===");
|
|
|
|
|
|
behaviorTree.tick(); // 输出: "巡逻点A"
|
|
|
|
|
|
|
|
|
|
|
|
// 进入战斗状态
|
|
|
|
|
|
character.isInCombat = true;
|
|
|
|
|
|
character.health = 20; // 低血量
|
|
|
|
|
|
|
|
|
|
|
|
behaviorTree.tick(); // 输出: "治疗完成"
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 最佳实践
|
|
|
|
|
|
|
|
|
|
|
|
### 1. 节点设计原则
|
|
|
|
|
|
- **单一职责**: 每个节点只做一件事
|
|
|
|
|
|
- **状态明确**: 明确定义SUCCESS/FAILURE/RUNNING的含义
|
|
|
|
|
|
- **避免副作用**: 尽量避免节点间的隐式依赖
|
|
|
|
|
|
|
|
|
|
|
|
### 2. 性能优化
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
// ✅ 好的做法 - 使用记忆节点避免重复计算
|
|
|
|
|
|
new MemSelector(
|
|
|
|
|
|
expensivePathfinding, // 复杂寻路只计算一次
|
|
|
|
|
|
fallbackBehavior
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
|
|
|
|
// ❌ 避免 - 每次都重新计算
|
|
|
|
|
|
new Selector(
|
|
|
|
|
|
expensivePathfinding, // 每次tick都会重新计算
|
|
|
|
|
|
fallbackBehavior
|
|
|
|
|
|
)
|
2025-09-02 17:05:46 +08:00
|
|
|
|
```
|
2025-06-04 23:10:59 +08:00
|
|
|
|
|
2025-09-04 14:08:19 +08:00
|
|
|
|
### 3. 黑板使用
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
// ✅ 好的做法 - 合理使用数据层级
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
// 获取实体
|
|
|
|
|
|
const player = node.getEntity<Player>();
|
|
|
|
|
|
|
|
|
|
|
|
// 临时数据用本地黑板
|
|
|
|
|
|
node.set('temp_result', calculation());
|
|
|
|
|
|
|
|
|
|
|
|
// 共享数据用树级黑板
|
|
|
|
|
|
node.setRoot('current_target', target);
|
|
|
|
|
|
|
|
|
|
|
|
// 配置数据用全局黑板
|
|
|
|
|
|
node.setGlobal('game_config', config);
|
|
|
|
|
|
})
|
|
|
|
|
|
```
|
2025-06-04 23:10:59 +08:00
|
|
|
|
|
2025-09-04 14:08:19 +08:00
|
|
|
|
### 4. 错误处理
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
// ✅ 明确的错误处理
|
|
|
|
|
|
new Action((node) => {
|
|
|
|
|
|
try {
|
|
|
|
|
|
const result = riskyOperation();
|
|
|
|
|
|
return result ? Status.SUCCESS : Status.FAILURE;
|
|
|
|
|
|
} catch (error) {
|
|
|
|
|
|
console.error('Operation failed:', error);
|
|
|
|
|
|
return Status.FAILURE;
|
|
|
|
|
|
}
|
|
|
|
|
|
})
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 测试覆盖
|
|
|
|
|
|
|
|
|
|
|
|
本库包含全面的测试用例,覆盖:
|
|
|
|
|
|
- ✅ 17种节点类型 (100%覆盖)
|
|
|
|
|
|
- ✅ Memory节点状态管理
|
|
|
|
|
|
- ✅ 黑板数据隔离
|
|
|
|
|
|
- ✅ 边界条件处理
|
|
|
|
|
|
- ✅ 复杂嵌套场景
|
|
|
|
|
|
|
|
|
|
|
|
运行测试:
|
|
|
|
|
|
```bash
|
|
|
|
|
|
npm test
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## API 参考
|
|
|
|
|
|
|
|
|
|
|
|
### 核心类
|
|
|
|
|
|
|
|
|
|
|
|
#### `BehaviorTree<T>`
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
constructor(entity: T, root: IBTNode)
|
|
|
|
|
|
tick(): Status // 执行一次行为树
|
|
|
|
|
|
reset(): void // 重置所有状态
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
#### `Status`
|
2025-06-04 23:10:59 +08:00
|
|
|
|
```typescript
|
|
|
|
|
|
enum Status {
|
2025-09-04 14:08:19 +08:00
|
|
|
|
SUCCESS = 0,
|
|
|
|
|
|
FAILURE = 1,
|
|
|
|
|
|
RUNNING = 2
|
2025-06-04 23:10:59 +08:00
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
2025-09-04 14:08:19 +08:00
|
|
|
|
### 节点接口
|
|
|
|
|
|
```typescript
|
|
|
|
|
|
interface IBTNode {
|
|
|
|
|
|
readonly children: IBTNode[];
|
|
|
|
|
|
// 节点黑板
|
|
|
|
|
|
local: IBlackboard;
|
|
|
|
|
|
tick(): Status;
|
|
|
|
|
|
|
|
|
|
|
|
// 优先写入自己的黑板数据, 如果没有则写入父节点的黑板数据
|
|
|
|
|
|
set<T>(key: string, value: T): void;
|
|
|
|
|
|
get<T>(key: string): T;
|
|
|
|
|
|
// 写入树根节点的黑板数据
|
|
|
|
|
|
setRoot<T>(key: string, value: T): void;
|
|
|
|
|
|
getRoot<T>(key: string): T;
|
|
|
|
|
|
// 写入全局黑板数据
|
|
|
|
|
|
setGlobal<T>(key: string, value: T): void;
|
|
|
|
|
|
getGlobal<T>(key: string): T;
|
|
|
|
|
|
|
|
|
|
|
|
// 实体访问
|
|
|
|
|
|
getEntity<T>(): T;
|
|
|
|
|
|
}
|
|
|
|
|
|
```
|
|
|
|
|
|
|
|
|
|
|
|
## 许可证
|
|
|
|
|
|
|
|
|
|
|
|
ISC License - 详见 [LICENSE](LICENSE) 文件
|
|
|
|
|
|
|
|
|
|
|
|
## 贡献
|
|
|
|
|
|
|
|
|
|
|
|
欢迎提交 Issue 和 Pull Request。请确保:
|
|
|
|
|
|
1. 代码风格一致
|
|
|
|
|
|
2. 添加适当的测试
|
|
|
|
|
|
3. 更新相关文档
|
|
|
|
|
|
|
|
|
|
|
|
---
|
|
|
|
|
|
|
|
|
|
|
|
*"好的程序员关心数据结构,而不是代码。"* - 这个库遵循简洁设计原则,专注于解决实际问题。
|