25 Commits
0.0.3 ... 0.1.3

Author SHA1 Message Date
gongxh
99ba5a210b 发布0.1.3版本,修改节点基类的注释 2025-10-14 17:08:01 +08:00
gongxh
05b5c7fad5 修改文档 2025-09-29 10:14:04 +08:00
gongxh
260a8badae 行为树详细介绍的文档 2025-09-28 18:43:59 +08:00
gongxh
11e6b06b24 格式修改 2025-09-23 16:42:25 +08:00
gongxh
80a2438f6e 更新文档 2025-09-23 16:07:04 +08:00
gongxh
50e29feeb8 行为树节点参数添加复合类型参数,更新demo 2025-09-18 22:56:35 +08:00
gongxh
f60bf869a1 修改内置节点的描述信息 2025-09-18 16:49:59 +08:00
gongxh
eb6934ce6a 重新导出行为树配置 2025-10-06 11:15:33 +08:00
gongxh
e50bb3ba34 修改版本到0.1.0 2025-09-17 22:53:17 +08:00
gongxh
6b9e7dbdda 修改节点装饰器和md文档 2025-09-17 22:47:09 +08:00
gongxh
b20cf3fd41 demo逻辑调整 2025-09-17 21:54:30 +08:00
gongxh
249022a300 处理装饰节点的非子节点关闭时清理子节点的打开状态 2025-10-03 18:49:36 +08:00
gongxh
9a3e7028d2 行为树逻辑调整,删除非记忆的选择和顺序节点 2025-10-03 18:09:47 +08:00
gongxh
63d9855658 添加条件装饰节点 2025-09-17 14:10:19 +08:00
gongxh
b1107805d0 导出 Status 枚举;导出参数类型;添加条件节点基类 2025-10-03 11:43:11 +08:00
gongxh
b582a5d1da 添加demo 2025-09-17 10:25:13 +08:00
gongxh
d7fc1e49ae 添加根据数据创建行为树的方法 2025-09-16 18:12:33 +08:00
gongxh
1c5f9de608 修改节点装饰器
# Conflicts:
#	package.json
2025-09-15 14:50:42 +08:00
gongxh
3071611cd0 编译添加复制到demo 2025-09-09 09:45:51 +08:00
gongxh
6ae0b4200a 导出节点元数据 2025-09-08 16:49:40 +08:00
gongxh
6d6162031a 添加装饰器给蓝图编辑器做准备;修改随机节点添加权重支持 2025-09-08 16:10:08 +08:00
gongxh
10ca8fd2a8 fix: 修复黑板数据清理不彻底bug 2025-09-05 16:22:12 +08:00
gongxh
2ab47b2a7b 节点运行状态添加到黑板中;修复黑板清理数据的逻辑 2025-09-05 09:59:34 +08:00
gongxh
7ed015c6bf 修改节点注释,重写文档 2025-09-04 14:20:07 +08:00
gongxh
e9a0a15035 重构黑板数据结构 2025-09-03 23:37:10 +08:00
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INTRODUCE.md Normal file

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# 行为树 # 行为树
一个轻量级、高性能的 TypeScript 行为树库专为游戏AI和决策系统设计。 [![npm version](https://badge.fury.io/js/kunpocc-behaviortree.svg)](https://badge.fury.io/js/kunpocc-behaviortree)
[![License: ISC](https://img.shields.io/badge/License-ISC-blue.svg)](https://opensource.org/licenses/ISC)
一个简洁、高效的 TypeScript 行为树库。
该库无任何依赖理论上可用于所有js、ts项目。
作者主要使用此库作为游戏AI的实现。
## 什么是行为树
行为树Behavior Tree是一种用于描述和控制复杂行为逻辑的数据结构最初在游戏AI领域大放异彩现在已经广泛应用于机器人控制、自动化系统等领域。它简单、直观、可扩展是真正解决实际问题的好工具。
行为树本质上是一个**有向无环图**,用树状结构来组织和执行行为逻辑。每个节点代表一个行为或决策,通过父子关系形成层次化的控制流。
* 如果你从来没接触过行为树,可以看下这篇文章
[行为树逻辑详解](./docs/BehaviorTree.md)
## 可视化编辑器
[下载地址:https://store.cocos.com/app/detail/8201](https://store.cocos.com/app/detail/8201)
查看详情: [编辑器文档](./docs/USED.md)
![image](./image/bt-gui.png)
## 特性 ## 特性
- 🚀 **高性能**: 优化的节点执行机制,最小化运行时开销 - 🔧 **类型安全**: 完整 TypeScript 支持
- 🎯 **类型安全**: 完整的 TypeScript 支持,严格的类型检查 - 📦 **零依赖**: 纯净实现,无第三方依赖
- 🧩 **模块化**: 清晰的节点类型体系,易于扩展 - 🔄 **状态管理**: 分层黑板系统,数据隔离清晰
- 🔄 **记忆节点**: 支持记忆型组合节点,优化复杂决策流程
- 📦 **零依赖**: 不依赖任何第三方库
- 🎮 **游戏优化**: 专为游戏场景优化的黑板系统和状态管理
## 安装 ## 快速开始
#### 安装
```bash ```bash
npm install kunpocc-behaviortree npm install kunpocc-behaviortree
``` ```
## 快速开始 #### 内置demo (基于cocos creator 3.8.6)
```typescript 项目根目录下的 `bt-demo`文件夹
import {
BehaviorTree,
Action,
Condition,
Sequence,
Selector,
Status
} from 'kunpocc-behaviortree';
// 定义AI角色 ## 核心概念
interface Character {
health: number;
hasWeapon: boolean;
}
const character: Character = { #### 状态类型
health: 80,
hasWeapon: true
};
// 创建条件节点
const isHealthLow = new Condition((char: Character) => char.health < 30);
const hasWeapon = new Condition((char: Character) => char.hasWeapon);
// 创建行动节点
const flee = new Action(() => {
console.log("逃跑!");
return Status.SUCCESS;
});
const attack = new Action(() => {
console.log("攻击!");
return Status.SUCCESS;
});
// 构建行为树:生命值低时逃跑,否则攻击
const tree = new BehaviorTree(character,
new Selector(
new Sequence(isHealthLow, flee),
new Sequence(hasWeapon, attack)
)
);
// 执行行为树
tree.tick(); // 输出: "攻击!"
```
#### 基本概念
1. 节点状态
```typescript ```typescript
enum Status { enum Status {
SUCCESS, // 成功 SUCCESS, // 成功
FAILURE, // 失败 FAILURE, // 失败
RUNNING // 运行中 RUNNING // 运行中
} }
``` ```
2. 节点类型 #### 节点类型
- **动作节点 (Action)**:执行具体行为的叶子节点 - **组合节点**: 包含多个子节点 (Composite)
- **组合节点 (Composite)**:控制子节点执行顺序的节点 - **装饰节点**: 有且只有一个子节点Decorator
- **条件节点 (Condition)**:判断条件的节点 - **叶子节点**: 不能包含子节点 (LeafNode)
- **装饰节点 (Decorator)**:修饰其他节点行为的节点 - **条件节点**: 特殊的叶子节点 (Condition)
#### 常用节点
1. 组合节点 ## 内置节点
```typescript ### 组合节点 (Composite)
// 顺序节点:按顺序执行所有子节点,直到遇到失败或运行中的节点
new Sequence(childNode1, childNode2, childNode3);
// 选择节点:选择第一个成功或运行中的子节点
new Selector(childNode1, childNode2, childNode3);
// 并行节点:同时执行所有子节点,全部成功才成功
new Parallel(childNode1, childNode2, childNode3);
// 并行任一成功节点:同时执行所有子节点,任一成功即成功
new ParallelAnySuccess(childNode1, childNode2, childNode3);
// 记忆顺序节点:记住上次执行的位置
new MemSequence(childNode1, childNode2, childNode3);
// 记忆选择节点:记住上次执行的位置
new MemSelector(childNode1, childNode2, childNode3);
// 随机选择节点:随机选择一个子节点执行
new RandomSelector(childNode1, childNode2, childNode3);
```
2. 动作节点 ##### Selector - 选择节点
* 选择第一个成功的子节点
```typescript ##### Sequence - 顺序节点
// 行动节点 - 返回指定状态 * 按顺序执行子节点执行过程中子节点返回非SUCCESS则返回子节点状态全部成功返回SUCCESS
new Action(() => {
console.log("执行动作");
return Status.SUCCESS; // 或 Status.FAILURE, Status.RUNNING
});
// 条件节点 - 检查条件返回成功或失败
new Condition((subject) => {
return subject.health > 50; // 返回 true 表示成功false 表示失败
});
// 等待节点
new WaitTime(2); // 等待2秒
new WaitTicks(5); // 等待5个tick
```
3. 装饰节点 ##### Parallel - 并行节点
* 依次执行所有子节点(从左到右),全部成功才成功
* 注意:这里的"并行"是逻辑概念,实际是顺序执行
```typescript ##### RandomSelector - 随机选择节点
// 反转节点 - 反转子节点的成功/失败状态 * 随机选择一个子节点执行
new Inverter(childNode);
// 重复节点 - 重复执行子节点指定次数
new Repeat(childNode, 3);
// 重复直到失败 - 重复执行直到子节点失败
new RepeatUntilFailure(childNode, 5);
// 重复直到成功 - 重复执行直到子节点成功
new RepeatUntilSuccess(childNode, 5);
// 时间限制节点 - 限制子节点执行时间
new LimitTime(childNode, 5); // 5秒
// 次数限制节点 - 限制子节点执行次数
new LimitTimes(childNode, 3);
```
4. 使用黑板共享数据 ##### ParallelAnySuccess - 并行任一成功
* 依次执行所有子节点(从左到右),任一成功就成功
```typescript
// 在节点中使用黑板
class CustomAction extends BaseNode {
tick<T>(tree: BehaviorTree<T>): Status {
// 获取数据 - 使用节点实例作为命名空间
const data = tree.blackboard.get<string>("key", this);
// 设置数据 - 使用节点实例作为命名空间
tree.blackboard.set("key", "value", this);
return Status.SUCCESS;
}
}
```
#### 注意事项
1. 节点状态说明: ### 装饰节点 (Decorator)
- `SUCCESS`:节点执行成功
- `FAILURE`:节点执行失败 ##### ConditionDecorator - 条件装饰节点
- `RUNNING`:节点正在执行中
2. 组合节点特性: * 子类需实现
- `Sequence`:所有子节点返回 SUCCESS 才返回 SUCCESS
- `Selector`:任一子节点返回 SUCCESS 就返回 SUCCESS ```typescript
- `Parallel`:并行执行所有子节点 /**
- `MemSequence/MemSelector`:会记住上次执行位置 * 判断是否满足条件
3. 性能优化: * @returns 是否满足条件
- 使用黑板共享数据,避免重复计算 */
- 合理使用记忆节点,减少重复执行 protected abstract isEligible(): boolean;
- 控制行为树的深度,避免过于复杂 ```
##### Inverter - 反转节点
* 反转子节点的成功/失败状态
##### LimitTime - 时间限制
* 规定时间内, 向父节点返回子节点的结果,超时后返回失败
##### LimitTicks - 次数限制
* 执行次数(子节点非RUNNNG状态)内,向父节点返回子节点的结果,超过次数后返回失败
##### Repeat - 重复节点
* 重复执行指定次数
##### RepeatUntilSuccess - 重复直到成功
* 设置最大重试次数
##### RepeatUntilFailure - 重复直到失败
* 设置最大重试次数
##### WeightDecorator - 权重装饰节点
* 用于随机选择节点的子节点的按权重随机
### 叶子节点 (LeafNode)
##### LeafNode - 叶子节点基类
##### WaitTicks - 次数等待节点
##### WaitTime - 时间等待节点
### 条件节点 (Condition)
##### Condition - 条件节点基类
* 特殊的叶子节点,子类需实现
```typescript
/**
* 判断是否满足条件
* @returns 是否满足条件
*/
protected abstract isEligible(): boolean;
```
## 黑板系统
### 黑板系统的作用
黑板系统Blackboard System是行为树中的数据共享中心类似于传统 AI 系统中的黑板概念。它解决了行为树中节点间数据传递和状态共享的核心问题:
- **数据传递**:在不同节点间传递运行时数据
- **状态管理**:维护游戏对象的状态信息
- **解耦设计**:避免节点间直接依赖,提高代码可维护性
- **上下文感知**:让节点能够感知周围环境和历史状态
### 数据隔离层次
黑板系统采用三层数据隔离设计,形成清晰的数据作用域:
#### 1. 本地数据Node Level
- **作用域**:当前节点可见
- **生命周期**:随节点创建和销毁
- **用途**:节点内部状态、临时变量、私有数据
#### 2. 树级数据Tree Level
- **作用域**:整棵行为树内所有节点可见
- **生命周期**:随行为树创建和销毁
- **用途**:树内节点间共享的状态、任务进度、策略参数
#### 3. 全局数据Global Level
- **作用域**:所有行为树实例可见
- **生命周期**:应用程序生命周期
- **用途**:全局配置、静态数据、跨树共享状态
### 黑板的使用
```typescript
import * as BT from "kunpocc-behaviortree";
// 设置全局数据 所有行为树实例可见
BT.globalBlackboard.set("playerPosition", {x: 100, y: 100});
// 在节点中使用黑板数据
export class BTAction extends BT.LeafNode {
public tick(): BT.Status {
// 获取全局数据
const playerPosition = this.getGlobal<{x: number, y: number}>("playerPosition");
console.log(playerPosition);
// 设置树级数据
this.setRoot("isDead", true);
// 获取树级数据
const isDead = this.getRoot<boolean>("isDead");
console.log(isDead);
// 设置节点数据
this.set<boolean>("finished", true);
// 获取节点数据
const finished = this.get<boolean>("finished");
console.log(finished);
return BT.Status.SUCCESS;
}
}
```
## 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。

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#///////////////////////////
# Cocos Creator 3D Project
#///////////////////////////
library/
temp/
local/
build/
profiles/
extensions/
publish/
#//////////////////////////
# NPM
#//////////////////////////
node_modules/
#//////////////////////////
# VSCode
#//////////////////////////
.vscode/
.creator/
#//////////////////////////
# WebStorm
#//////////////////////////
.idea/
package-lock.json
**/.DS_Store

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# 项目说明
clone项目后到项目根目录执行以下命令安装项目依赖库
```bash
npm i
```
重新用creator打开项目
本项目使用的creator版本为3.8.6

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@@ -0,0 +1,118 @@
/**
* @Author: Gongxh
* @Date: 2025-09-17
* @Description: 定义一些行为节点
*/
import { sp } from "cc";
import { BT } from "./Header";
@BT.ClassAction("BTAnimation", { name: "播放动画", group: "动画", desc: "通过动画名播放动画,播放完成后返回成功" })
export class BTAnimation extends BT.LeafNode {
@BT.prop({ type: BT.ParamType.string, description: "动画名" })
private _name: string = "";
@BT.prop({ type: BT.ParamType.bool, description: "是否循环" })
private _loop: boolean = false;
private _complete: boolean = false;
protected open(): void {
super.open();
this._complete = false;
console.log("open", this._name, this._loop);
let skeleton = this.getEntity<sp.Skeleton>();
skeleton.setAnimation(0, this._name, this._loop);
if (!this._loop) {
skeleton.setCompleteListener(() => {
this._complete = true;
});
}
}
public tick(): BT.Status {
if (!this._loop && this._complete) {
return BT.Status.SUCCESS;
}
return BT.Status.RUNNING;
}
protected close(): void {
super.close();
console.log("close", this._name, this._loop);
}
}
/** 条件节点 */
@BT.ClassCondition("BTConditionRandom", { name: "随机条件节点", group: "基础条件节点", desc: "随机0-1的值小于设置值返回成功否则返回失败" })
export class BTConditionRandom extends BT.Condition {
@BT.prop({ type: BT.ParamType.float, description: "值", defaultValue: 0.5 })
private _value: number = 0.5;
public isEligible(): boolean {
return Math.random() < this._value;
}
}
/************************ 下方是几个编辑器中测试用的节点,删除即可 *************************/
@BT.ClassAction("BTTestNode2", { name: "空行为节点", group: "测试", desc: "测试节点" })
export class BTTestNode2 extends BT.LeafNode {
public tick(): BT.Status {
return BT.Status.SUCCESS;
}
}
@BT.ClassAction("BTTestNode", { name: "嵌套数据测试节点", group: "测试", desc: "测试节点" })
export class BTTestNode extends BT.LeafNode {
@BT.prop({
type: BT.ParamType.object,
properties: {
x: { type: BT.ParamType.int, min: 0 },
y: { type: BT.ParamType.int, min: 0 }
}
})
position: { x: number, y: number };
// 对象数组参数
@BT.prop({
type: BT.ParamType.array,
itemType: BT.ParamType.object,
itemProperties: {
name: { type: BT.ParamType.string },
value: { type: BT.ParamType.int }
}
})
configs: Array<{ name: string, value: number }>;
public tick(): BT.Status {
return BT.Status.SUCCESS;
}
}
/** 条件节点 */
@BT.ClassCondition("BTConditionTest", { name: "测试条件节点", group: "基础条件节点", desc: "" })
export class BTConditionRandomTest extends BT.Condition {
public isEligible(): boolean {
return true;
}
}
/** 条件装饰节点 */
@BT.ClassDecorator("BTCondition", { name: "条件装饰节点", group: "基础装饰节点", desc: "随机0-1的值大于设置值返回成功否则返回失败" })
export class BTCondition extends BT.ConditionDecorator {
@BT.prop({ type: BT.ParamType.float, description: "值" })
private _value: number = 0.5;
public isEligible(): boolean {
return Math.random() > this._value;
}
}

View File

@@ -0,0 +1,9 @@
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"importer": "typescript",
"imported": true,
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"files": [],
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}

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@@ -0,0 +1,23 @@
import { _decorator, Component, JsonAsset, sp } from 'cc';
import { BT } from './Header';
const { ccclass, property, menu } = _decorator;
@ccclass("GameEntry")
@menu("kunpo/GameEntry")
export class GameEntry extends Component {
@property(sp.Skeleton)
private skeleton: sp.Skeleton = null;
@property(JsonAsset)
private btConfig: JsonAsset = null;
private _tree: BT.BehaviorTree<sp.Skeleton> = null;
start(): void {
console.log("btConfig", this.btConfig);
let btTree1: BT.INodeConfig[] = this.btConfig.json["bt-tree1"]
this._tree = BT.createBehaviorTree(btTree1, this.skeleton);
}
protected update(dt: number): void {
this._tree.tick(dt);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "e5804a9e-c17f-4df6-8a74-778687e2bec1",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,9 @@
/**
* @Author: Gongxh
* @Date: 2025-09-17
* @Description: 头文件
*/
import * as BT from "kunpocc-behaviortree";
export { BT };

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "17dd8d23-3e47-454a-9e47-69e371273e3b",
"files": [],
"subMetas": {},
"userData": {}
}

1
bt-demo/extensions-config/.gitignore vendored Normal file
View File

@@ -0,0 +1 @@
local/

View File

@@ -0,0 +1,308 @@
{
"name": "bt-tree1",
"description": "行为树描述\n",
"nodes": [
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"className": "Selector",
"name": "选择节点",
"position": {
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"parameters": {},
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"1759488737637_axpz9aqaz",
"1759488707759_2bmdm1fqt",
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],
"alias": "根节点"
},
{
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"className": "LimitTime",
"name": "时间限制器",
"position": {
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"y": -40
},
"parameters": {
"_max": 2
},
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]
},
{
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"className": "LimitTime",
"name": "时间限制器",
"position": {
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"y": -40
},
"parameters": {
"_max": 2
},
"children": [
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]
},
{
"id": "1758089659917_vjumiu9hy",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": -340,
"y": 40
},
"parameters": {
"_name": "walk",
"_loop": true
},
"children": []
},
{
"id": "1758089736854_t55n54hkh",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": -60,
"y": 40
},
"parameters": {
"_name": "run",
"_loop": true
},
"children": [],
"alias": "奔跑动画"
},
{
"id": "1758089757615_dp9tw9ka1",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 220,
"y": -60
},
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"_name": "jump",
"_loop": false
},
"children": []
},
{
"id": "1759478407706_w30m4btux",
"className": "BTAnimation",
"name": "播放动画",
"position": {
"x": 360,
"y": -60
},
"parameters": {
"_name": "idle",
"_loop": true
},
"children": []
},
{
"id": "1759481172259_xou25wj2n",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -480,
"y": -60
},
"parameters": {
"_value": 0.3
},
"children": []
},
{
"id": "1759481282875_5orqavi5y",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": -200,
"y": -60
},
"parameters": {
"_value": 0.4
},
"children": []
},
{
"id": "1759481307863_ja6q4q9bz",
"className": "BTConditionRandom",
"name": "随机条件节点",
"position": {
"x": 80,
"y": -60
},
"parameters": {
"_value": 0.3
},
"children": []
},
{
"id": "1759482034741_cf3mqaqdj",
"className": "LimitTime",
"name": "时间限制器",
"position": {
"x": 360,
"y": -140
},
"parameters": {
"_max": 2
},
"children": [
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],
"alias": "待机动画"
},
{
"id": "1759488707759_2bmdm1fqt",
"className": "Sequence",
"name": "顺序节点",
"position": {
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"y": -120
},
"parameters": {},
"children": [
"1759481172259_xou25wj2n",
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],
"alias": "行走顺序节点"
},
{
"id": "1759488725107_v8u160t95",
"className": "Sequence",
"name": "顺序节点",
"position": {
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"y": -120
},
"parameters": {},
"children": [
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"alias": "奔跑顺序节点"
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{
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"className": "Sequence",
"name": "顺序节点",
"position": {
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"y": -120
},
"parameters": {},
"children": [
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"alias": "跳跃顺序节点"
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}

View File

@@ -0,0 +1,195 @@
{
"name": "bt-tree2",
"description": "",
"nodes": [
{
"id": "1758972524240_4ockrv5jo",
"className": "Selector",
"name": "选择节点",
"position": {
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},
"parameters": {},
"children": [
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},
{
"id": "1758889921667_sjwxkfjs7",
"className": "BTAnimation",
"name": "播放动画",
"position": {
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"parameters": {
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"_loop": false
},
"children": []
},
{
"id": "1758889925476_dcyjc7a4o",
"className": "BTAnimation",
"name": "播放动画",
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},
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"_loop": true
},
"children": []
},
{
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{
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{
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}

View File

@@ -0,0 +1,193 @@
{
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View File

@@ -0,0 +1,331 @@
{
"name": "bttest",
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View File

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{
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View File

@@ -0,0 +1,678 @@
{
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View File

@@ -0,0 +1,494 @@
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View File

@@ -0,0 +1,11 @@
{
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}
}

View File

@@ -0,0 +1,86 @@
{
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View File

@@ -0,0 +1,269 @@
{
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View File

@@ -0,0 +1,168 @@
{
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View File

@@ -0,0 +1,107 @@
{
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10
bt-demo/tsconfig.json Normal file
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{
/* Base configuration. Do not edit this field. */
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/* Add your custom configuration here. */
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docs/BehaviorTree.md Normal file
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# 硬核游戏开发 - 使用BehaviorTree实现游戏AI决策的开发详解
## 一个让我头疼三个月的BOSS
去年在公司做一个RPG项目的时候遇到了一个特别头疼的问题。策划给我扔了个需求做一个龙王BOSS要求这货能巡逻、能战斗、血少了会发疯、快死了还会逃跑。
听起来挺简单的不就是几个状态切换嘛。我当时想都没想直接上手就是一顿if-else
按策划的文档这个BOSS需要
- 平时在那巡逻,看到玩家就冲过去
- 根据距离选择近战还是远程攻击
- 血量掉到30%以下就进入狂暴模式
- 受到重击时会短暂防御
- 血量太低就开始逃跑
看起来逻辑很清楚,我就写了一大堆判断:
```javascript
function updateBoss() {
if (boss.hp < 0.1 * boss.maxHp) {
if (canEscape()) {
escape();
} else if (canDefend()) {
defend();
} else {
attack();
}
} else if (boss.hp < 0.3 * boss.maxHp) {
if (playerInRange()) {
berserkerAttack();
} else {
moveToPlayer();
}
} else if (playerDetected()) {
if (playerDistance() < 5) {
meleeAttack();
} else {
rangedAttack();
}
} else {
patrol();
}
}
```
结果呢?完全是个灾难。
BOSS的表现简直让人抓狂有时候明明看到玩家了突然又开始巡逻血都快没了还在那疯狂攻击更离谱的是防御和攻击状态之间来回切换看起来像个神经病。
策划每天都来找我:"这BOSS怎么这么蠢"我也很绝望啊每次改一个地方其他地方就出新问题。最后代码写成了800多行的意大利面条连我自己都不敢动了。
后来一个老同事看不下去了,跟我说:"你试试行为树吧,专门解决这种问题的。"
花了差不多一周时间学习和重构用行为树重新写了这个BOSS
```
龙王BOSS行为树
根节点(选择器)
├── 逃跑分支(血量 < 10%
│ ├── 寻找掩体
│ └── 快速移动
├── 防御分支(受到重击)
│ ├── 播放防御动画
│ └── 恢复少量血量
├── 血怒分支(血量 < 30%
│ ├── 进入狂暴状态
│ └── 疯狂攻击
├── 战斗分支(发现玩家)
│ ├── 距离判断
│ ├── 近战攻击 OR 远程攻击
│ └── 追击玩家
└── 巡逻分支(默认行为)
├── 沿路径移动
└── 警戒四周
```
效果立竿见影!
BOSS终于不再像个智障了行为逻辑变得很清晰。最关键的是策划现在能直接看懂这个结构提需求的时候也更明确了。代码从800行缩减到200多行维护起来轻松了不少。
最让我印象深刻的是,后来策划突然说要加个"血量50%时召唤小怪"的功能我只是在行为树里插了个新分支十几分钟就搞定了。要是放在以前的if-else结构里估计又得折腾好几天。
---
这就是我第一次接触行为树的经历。
如果你也在做游戏开发特别是涉及到AI逻辑的部分可能也遇到过类似的问题。怪物AI、NPC行为、甚至一些复杂的游戏机制用传统的if-else或者状态机来实现总是容易变成一团乱麻。
行为树提供了一个更好的解决方案。下面我就把这段时间学到的东西整理一下,希望能帮到有同样困扰的朋友。
## 什么是行为树
简单来说行为树就是一种树形结构用来描述AI的决策逻辑。
它的基本思路是这样的:从根节点开始,通过不同类型的节点来控制执行流程。比如"选择器"节点会依次尝试它的子节点,直到有一个成功为止;"序列"节点则要求所有子节点都成功才算成功。最底层的叶子节点负责执行具体的动作或者判断条件。
相比传统的状态机,行为树最大的优势是更容易组合和复用。你可以很自然地表达"先试试A不行就试B"或者"按顺序执行1、2、3"这样的逻辑,而且特别适合做可视化编辑器。
## 行为树是怎么工作的
为了更好理解我们来看一个简单的例子。假设你在做一个哥布林守卫的AI它需要在洞穴门口巡逻。
### 节点的三种状态
行为树中的每个节点在执行时只会返回三种状态之一:
* **成功** - 任务完成了
* **失败** - 这条路走不通
* **运行中** - 还在执行中,需要等待
这个概念其实很好理解,就像你在做任何事情时的状态一样:要么做完了,要么做不了,要么还在做。
### 几种常用的节点类型
#### 选择器节点Selector
这个节点的逻辑是"依次尝试,直到成功为止"。
比如哥布林饿了,它会:
1. 先去厨房找剩菜
2. 厨房没有就去花园抓虫子
3. 还是没有就啃树皮
选择器会从左到右依次执行子节点,只要有一个成功了就停止,返回成功。如果所有子节点都失败了,它才返回失败。
这种模式在游戏AI中特别常用比如敌人的攻击选择优先使用技能技能冷却中就普通攻击连普通攻击都不行就移动到攻击范围内。
#### 序列节点Sequence
这个节点的逻辑是"按顺序执行,全部成功才算成功"。
比如哥布林要做一顿饭:
1. 先洗手
2. 准备食材
3. 开火做饭
4. 享用美食
序列节点会严格按顺序执行,只有当前步骤成功了才会进行下一步。任何一步失败,整个序列就失败。
这种模式适合那些有明确步骤的任务,比如开门(检查是否有钥匙 → 走到门前 → 使用钥匙 → 推开门)。
#### 动作节点Action
这些是真正执行具体任务的节点:
- "巡逻10秒钟"
- "攻击敌人"
- "播放死亡动画"
动作节点会立即开始执行任务,然后根据情况返回对应的状态。有些动作是瞬时的(比如播放音效),有些需要持续一段时间(比如移动到目标点)。
#### 条件节点Condition
这些节点负责检查当前的环境状态:
- "敌人在视野内吗?"
- "血量低于30%吗?"
- "身上有钥匙吗?"
条件节点通常执行很快,瞬间返回成功或失败,不会有"运行中"的状态。
### 一个完整的例子
现在我们把这些节点组合起来,看看一个哥布林守卫的行为树:
```
哥布林守卫行为树:
根节点(选择器)
├── 战斗分支(序列)
│ ├── 条件:发现敌人?
│ ├── 动作:冲向敌人
│ └── 动作:攻击
├── 巡逻分支(序列)
│ ├── 条件:在巡逻路径上?
│ └── 动作:继续巡逻
└── 待机分支
└── 动作:原地等待
```
执行过程是这样的:
1. **平时状态**
- 根选择器首先尝试战斗分支
- 检查"发现敌人?" → 没有敌人,条件失败
- 尝试巡逻分支 → 检查"在巡逻路径上?" → 是的,开始巡逻
2. **发现敌人时**
- 根选择器重新开始评估
- 战斗分支:检查"发现敌人?" → 有敌人!条件成功
- 执行"冲向敌人" → 成功后执行"攻击"
这就是行为树的核心思想:每一帧都从根节点重新开始评估,根据当前情况选择最合适的行为。
### 执行机制
行为树有个很重要的特点:它每一帧都会从根节点重新开始执行。
![image](../image/maunal/flow.png)
这张图展示了我们刚才说的哥布林行为树的结构。
![image](../image/maunal/flow2.png)
执行过程就像这样:
1. 从根节点开始
2. 根据节点类型决定如何执行子节点
3. 叶子节点返回结果,层层向上传递
4. 一帧结束,下一帧重新开始
这种每帧重新评估的机制有几个好处:
- 能够实时响应环境变化
- 优先级明确,重要的行为总是先被考虑
- 调试时可以清楚看到决策过程
- 性能还不错,只执行必要的节点
当然这种机制也有一些需要注意的地方。比如如果你的行为树很复杂每帧都完整执行一遍可能会有性能问题。不过对于大部分游戏AI来说这都不是问题。

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@@ -0,0 +1,237 @@
# 行为树使用指南
本指南将详细介绍如何使用 kunpocc-behaviortree 库和行为树编辑器。
## 一、开发环境
- 引擎版本Cocos Creator 3.8.6
- 编程语言TypeScript
- 支持引擎版本Cocos Creator 3.7 及之后的所有版本
## 二、安装
1. 安装 kunpocc-behaviortree
```
npm install kunpocc-behaviortree
```
2. 下载扩展插件(bt-editor)
3. 项目脚本中引入库文件
```typescript
// 比如在项目代码目录下添加一个文件 header.ts
// 写上如下代码
import * as BT from "kunpocc-behaviortree";
export { BT };
```
4. 重启creator
5. 启用插件
* 在 Cocos Creator 中选择 `扩展` -> `扩展管理器` -> `已安装扩展`
* 找到 `bt-editor` 并启用
6. 打开扩展面板
* 在 Cocos Creator 顶部菜单栏中选择 `extension or 扩展` -> `kunpo` -> `行为树编辑器`
## 三、编辑器介绍
#### 快捷键
- **打开编辑器**: `Ctrl+Shift+K` (Windows) / `Cmd+Shift+K` (Mac)
- **导出配置**: `Ctrl+Shift+L` (Windows) / `Cmd+Shift+L` (Mac)
#### 菜单访问
在 Cocos Creator 顶部菜单栏中选择 `extension or 扩展` -> `kunpo` -> `行为树编辑器`
### 编辑器功能介绍
行为树编辑器提供了一个直观的可视化界面,让你可以轻松创建和管理复杂的行为树结构。
#### 可视化节点编辑
- **拖拽创建**:从左侧节点库拖拽节点到画布中
- **分组管理**:节点按功能分组显示,便于查找
- **实时预览**:节点显示类型图标和描述信息
#### 属性参数配置
- **类型校验**:支持数字、字符串、布尔值、对象、数组等类型
- **默认值**:自动填充装饰器中定义的默认值
- **约束验证**:支持最小值、最大值、步长等约束条件
#### 连接线管理
- **可视连接**:通过拖拽连接点创建父子关系
- **自动布局**:连接线自动避让,保持界面整洁
- **连接验证**:防止创建非法的节点连接关系
#### 画布操作
- **缩放平移**:鼠标滚轮缩放,拖拽平移画布
- **多选操作**:支持框选多个节点进行批量操作
#### 节点管理
- **别名设置**:为节点设置有意义的别名,便于理解
- **复制粘贴**:快速复制节点及其子树结构
- **删除操作**:删除节点时自动清理相关连接
### 导出文件使用
#### 在项目中使用导出配置
##### 1. 导出文件格式
```json
{
"boss1": [
{
"id": "1758206972710_bhxebhy7o",
"className": "Sequence",
"parameters": {},
"children": [
"1758090634327_mf36nwkdt"
]
},
{
"id": "1758090634327_mf36nwkdt",
"className": "Selector",
"parameters": {},
"children": [
"1758206988178_55b7kk5va"
]
},
{
"id": "1758206988178_55b7kk5va",
"className": "BTAnimation",
"parameters": {
"_name": "",
"_loop": false
},
"children": []
}
]
}
```
##### 2. 配置文件放入项目资源目录
将从编辑器导出的JSON文件放入项目资源目录
自行加载配置数据
```
assets/
├── resources/
│ └── config/
│ ├── bt_config.json // 所有行为树的信息都在这个里边
```
##### 3. 创建行为树实例
```typescript
// entity参数 可以是任意想要关联的类型
let btTree1: BT.INodeConfig[] = this.bt_config.json["bt-tree1"]
this._tree = BT.createBehaviorTree(btTree1, entity);
```
## 四、扩展编辑器节点池
### 节点装饰器
装饰器系统是连接自定义节点和编辑器的桥梁
只有通过装饰器装饰的节点,才能在编辑器中的节点池中显示
* 行为节点装饰器 ***ClassAction***
* 条件节点装饰器 ***ClassCondition***
* 组合节点装饰器 ***ClassComposite***
* 装饰节点装饰器 ***ClassDecorator***
* 属性装饰器 ***prop***
下面我们通过一段示例代码来展示一下装饰器的使用
```typescript
// BT.ClassAction 是行为节点装饰器
// MyNode参数需要和类名相同
@BT.ClassAction("MyNode", { name: "显示名称", group: "节点分组", desc: "节点描述" })
export class MyNode extends BT.LeafNode {
// 基础类型参数装饰器
// type: 参数类型
// description: 参数描述
// defaultValue: 参数默认值
// min: 参数最小值
// max: 参数最大值
// step:
@BT.prop({ type: BT.ParamType.string, description: "动画名称", defaultValue: "idle" })
private animationName: string = "idle";
@BT.prop({ type: BT.ParamType.float, description: "速度", min: 0, max: 10, step: 0.1, defaultValue: 1.0 })
private speed: number = 1.0;
@BT.prop({ type: BT.ParamType.bool, description: "是否循环" })
private loop: boolean = false;
// 对象参数
@BT.prop({
type: BT.ParamType.object,
description: "位置信息",
properties: {
x: { type: BT.ParamType.int, min: 0 },
y: { type: BT.ParamType.int, min: 0 }
}
})
private position: { x: number, y: number };
// 数组参数
@BT.prop({
type: BT.ParamType.array,
description: "巡逻点列表",
itemType: BT.ParamType.object,
itemProperties: {
x: { type: BT.ParamType.float },
y: { type: BT.ParamType.float },
name: { type: BT.ParamType.string }
}
})
private patrolPoints: Array<{ x: number, y: number, name: string }>;
}
```
为节点添加可在编辑器中配置的参数。
#### 参数类型详解
| 类型 | BT.ParamType | 描述 | 支持属性 |
|------|--------------|------|----------|
| 整数 | `int` | 整数类型 | `min`, `max`, `step`, `defaultValue` |
| 浮点数 | `float` | 浮点数类型 | `min`, `max`, `step`, `defaultValue` |
| 字符串 | `string` | 字符串类型 | `defaultValue` |
| 布尔 | `bool` | 布尔类型 | `defaultValue` |
| 对象 | `object` | 对象类型 | `properties` |
| 数组 | `array` | 数组类型 | `itemType`, `itemProperties` |
## 五、更新声明
## 0.0.1 (2025-09-23)
- 首版本
## 六、联系作者
* 邮箱: gong.xinhai@163.com
* 微信: G0900901
* 扫码加微信:
## 七、版权声明
此插件源代码可商业使用
商业授权范围仅限于在您自行开发的游戏作品中使用
不得进行任何形式的转售、租赁、传播等
## 八、购买须知
本产品为付费虚拟商品,一经购买成功概不退款,请在购买前谨慎确认购买内容。

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@@ -1,6 +1,6 @@
{ {
"name": "kunpocc-behaviortree", "name": "kunpocc-behaviortree",
"version": "0.0.3", "version": "0.1.3",
"description": "行为树", "description": "行为树",
"main": "./dist/kunpocc-behaviortree.cjs", "main": "./dist/kunpocc-behaviortree.cjs",
"module": "./dist/kunpocc-behaviortree.mjs", "module": "./dist/kunpocc-behaviortree.mjs",
@@ -19,7 +19,8 @@
}, },
"scripts": { "scripts": {
"clean": "rm -rf dist", "clean": "rm -rf dist",
"build": "npm run clean && rollup -c rollup.config.mjs" "copy": "cp -r dist/* ./bt-demo/node_modules/kunpocc-behaviortree/dist/",
"build": "npm run clean && rollup -c rollup.config.mjs && npm run copy"
}, },
"files": [ "files": [
"dist/kunpocc-behaviortree.cjs", "dist/kunpocc-behaviortree.cjs",
@@ -50,4 +51,4 @@
"ts-node": "^10.9.2", "ts-node": "^10.9.2",
"tslib": "^2.6.2" "tslib": "^2.6.2"
} }
} }

View File

@@ -5,7 +5,7 @@ import dts from 'rollup-plugin-dts';
export default [ export default [
{ {
// 生成未压缩的 JS 文件 // 生成未压缩的 JS 文件
input: 'src/kunpocc-behaviortree.ts', input: 'src/index.ts',
external: ['cc', 'fairygui-cc'], external: ['cc', 'fairygui-cc'],
output: [ output: [
{ {
@@ -38,7 +38,7 @@ export default [
}, },
{ {
// 生成压缩的 JS 文件 // 生成压缩的 JS 文件
input: 'src/kunpocc-behaviortree.ts', input: 'src/index.ts',
external: ['cc', 'fairygui-cc'], external: ['cc', 'fairygui-cc'],
output: [ output: [
{ {
@@ -72,7 +72,7 @@ export default [
}, },
{ {
// 生成声明文件的配置 // 生成声明文件的配置
input: 'src/kunpocc-behaviortree.ts', input: 'src/index.ts',
output: { output: {
file: 'dist/kunpocc-behaviortree.d.ts', file: 'dist/kunpocc-behaviortree.d.ts',
format: 'es' format: 'es'

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@@ -0,0 +1,224 @@
/**
* 行为树装饰器和元数据管理
* 用于编辑器显示和配置节点信息
*/
export namespace BT {
/**
* 参数类型枚举
*/
export enum ParamType {
int = "number",
float = "float",
string = "string",
bool = "boolean",
object = "object",
array = "array"
}
/**
* 节点类型枚举
*/
export enum Type {
/** 行为节点 */
Action = "action",
/** 条件节点 */
Condition = "condition",
/** 组合节点 */
Composite = "composite",
/** 装饰节点 */
Decorator = "decorator"
}
/**
* 参数描述接口
*/
export interface ParameterInfo {
/** 参数名称 */
name: string;
/** 参数类型 */
type: ParamType;
/** 参数描述 */
description?: string;
/** 默认值 */
defaultValue?: any;
/** 步进 针对数字类型的变更的最小单位 */
step?: number,
/** 最小值 */
min?: number,
/** 最大值 */
max?: number,
/** 对象属性定义 - 仅当type为object时使用 */
properties?: { [key: string]: Omit<ParameterInfo, "name"> };
/** 数组元素类型 - 仅当type为array时使用 */
itemType?: ParamType;
/** 数组元素对象定义 - 仅当type为array且itemType为object时使用 */
itemProperties?: { [key: string]: Omit<ParameterInfo, "name"> };
}
/**
* 节点元数据接口
*/
export interface NodeMetadata {
/** 节点名称 */
name: string;
/** 节点类名 */
className: string;
/** 节点分组 */
group: string;
/** 节点类型 */
type: Type;
/** 节点描述 */
description: string;
/** 参数列表 */
parameters: ParameterInfo[];
/** 最大子节点数量0=不允许子节点1=最多一个子节点,-1=无限制 */
maxChildren: number;
}
/**
* 注册节点名 到 节点构造函数的映射
*/
const NODE_NAME_TO_CONSTRUCTOR_MAP = new Map<string, any>();
/**
* 节点元数据存储
*/
const NODE_METADATA_MAP = new Map<any, NodeMetadata>();
/**
* 节点参数存储
*/
const NODE_PARAMETERS_MAP = new Map<any, ParameterInfo[]>();
/**
* 节点属性装饰器
*/
export function prop(paramInfo: Omit<ParameterInfo, "name">) {
return function (target: any, propertyKey: string) {
const ctor = target.constructor;
if (!NODE_PARAMETERS_MAP.has(ctor)) {
NODE_PARAMETERS_MAP.set(ctor, []);
}
const parameters = NODE_PARAMETERS_MAP.get(ctor)!;
parameters.push({
...paramInfo,
name: propertyKey
});
};
}
/**
* 行为节点装饰器
* @param name 节点的类名 编辑器导出数据中的节点名字
* @param info.group 节点在编辑器中的分组
* @param info.name 节点在编辑器中的中文名
* @param info.desc 节点描述信息
*/
export function ClassAction(name: string, info?: { group?: string, name?: string, desc?: string }) {
return function <T extends new (...args: any[]) => any>(constructor: T) {
const parameters = NODE_PARAMETERS_MAP.get(constructor) || [];
const fullMetadata: NodeMetadata = {
className: name,
group: info?.group || '未分组',
name: info?.name || '',
description: info?.desc || '',
type: Type.Action,
maxChildren: 0,
parameters
};
NODE_METADATA_MAP.set(constructor, fullMetadata);
NODE_NAME_TO_CONSTRUCTOR_MAP.set(name, constructor);
return constructor;
};
}
/**
* 条件节点装饰器
*/
export function ClassCondition(name: string, info?: { group?: string, name?: string, desc?: string }) {
return function <T extends new (...args: any[]) => any>(constructor: T) {
const parameters = NODE_PARAMETERS_MAP.get(constructor) || [];
const fullMetadata: NodeMetadata = {
className: name,
group: info?.group || '未分组',
name: info?.name || '',
description: info?.desc || '',
type: Type.Condition,
maxChildren: 0,
parameters
};
NODE_METADATA_MAP.set(constructor, fullMetadata);
NODE_NAME_TO_CONSTRUCTOR_MAP.set(name, constructor);
return constructor;
};
}
/**
* 组合节点装饰器
*/
export function ClassComposite(name: string, info?: { group?: string, name?: string, desc?: string }) {
return function <T extends new (...args: any[]) => any>(constructor: T) {
const parameters = NODE_PARAMETERS_MAP.get(constructor) || [];
const fullMetadata: NodeMetadata = {
className: name,
group: info?.group || '未分组',
name: info?.name || '',
description: info?.desc || '',
type: Type.Composite,
maxChildren: -1,
parameters
};
NODE_METADATA_MAP.set(constructor, fullMetadata);
NODE_NAME_TO_CONSTRUCTOR_MAP.set(name, constructor);
return constructor;
};
}
/**
* 装饰节点装饰器
*/
export function ClassDecorator(name: string, info?: { group?: string, name?: string, desc?: string }) {
return function <T extends new (...args: any[]) => any>(constructor: T) {
const parameters = NODE_PARAMETERS_MAP.get(constructor) || [];
const fullMetadata: NodeMetadata = {
className: name,
group: info?.group || '未分组',
name: info?.name || '',
description: info?.desc || '',
type: Type.Decorator,
maxChildren: 1,
parameters
};
NODE_METADATA_MAP.set(constructor, fullMetadata);
NODE_NAME_TO_CONSTRUCTOR_MAP.set(name, constructor);
return constructor;
};
}
/**
* 获取所有节点元数据
*/
export function getAllNodeMetadata(): Map<any, NodeMetadata> {
return new Map(NODE_METADATA_MAP);
}
/**
* 通过节点名 获取 节点构造函数
*/
export function getNodeConstructor(name: string): any {
return NODE_NAME_TO_CONSTRUCTOR_MAP.get(name);
}
/**
* 通过节点构造函数 找到节点元数据
*/
export function getNodeMetadata(ctor: any): NodeMetadata {
return NODE_METADATA_MAP.get(ctor)!;
}
}
let _global = globalThis || window || global;
(_global as any)["getKunpoBTNodeMaps"] = function () {
return BT.getAllNodeMetadata();
};

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@@ -1,70 +0,0 @@
/**
* @Author: Gongxh
* @Date: 2025-09-01
* @Description: 抽象节点基类
*/
import { BehaviorTree } from "../BehaviorTree";
import { BaseNode } from "./BaseNode";
/**
* 可以包含多个节点的集合装饰器基类
*/
export abstract class Composite extends BaseNode {
constructor(...children: BaseNode[]) {
super(children);
}
}
/**
* 修饰节点基类
* 只能包含一个子节点
*/
export abstract class Decorator extends BaseNode {
constructor(child: BaseNode) {
super([child]);
}
}
/**
* 数值型装饰节点基类
* 包含最大值和当前值的通用逻辑,适用于所有需要数值计数的装饰节点
*/
export abstract class NumericDecorator extends Decorator {
protected readonly _max: number;
protected _value: number = 0;
constructor(child: BaseNode, max: number = 1) {
super(child);
this._max = max;
}
protected override initialize<T>(tree: BehaviorTree<T>): void {
super.initialize(tree);
this._value = 0;
}
}
/**
* 记忆装饰节点基类
*/
export abstract class MemoryComposite extends Composite {
protected runningIndex = 0;
protected override initialize<T>(tree: BehaviorTree<T>): void {
super.initialize(tree);
// 检查是否需要重置记忆
const shouldReset = tree.blackboard.get(`reset_memory`, this);
if (shouldReset) {
this.runningIndex = 0;
tree.blackboard.delete(`reset_memory`, this);
}
}
/**
* 重置记忆状态,下次执行时将从第一个子节点开始
*/
public resetMemory(): void {
this.runningIndex = 0;
}
}

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@@ -1,16 +1,14 @@
import type { BehaviorTree } from "../BehaviorTree"; import { BT } from "../BT";
import { Status } from "../header"; import { Status } from "../header";
import { BaseNode } from "./BaseNode"; import { BTNode } from "./BTNode";
export class Action extends BaseNode { /**
protected _func: (subject?: any) => Status; * 叶子节点 基类
constructor(func: (subject?: any) => Status) { * 没有子节点
super(); */
this._func = func; export abstract class LeafNode extends BTNode {
} constructor() {
super([]);
public tick<T>(tree: BehaviorTree<T>): Status {
return this._func?.(tree.subject) ?? Status.SUCCESS;
} }
} }
@@ -19,7 +17,9 @@ export class Action extends BaseNode {
* 次数内返回RUNNING * 次数内返回RUNNING
* 超次返回SUCCESS * 超次返回SUCCESS
*/ */
export class WaitTicks extends BaseNode { @BT.ClassAction("WaitTicks", { name: "次数等待节点", group: "基础行为节点", desc: "指定次数后返回成功, 否则返回执行中" })
export class WaitTicks extends LeafNode {
@BT.prop({ type: BT.ParamType.int, description: "最大等待次数", defaultValue: 0, step: 1 })
private _max: number; private _max: number;
private _value: number; private _value: number;
@@ -29,12 +29,12 @@ export class WaitTicks extends BaseNode {
this._value = 0; this._value = 0;
} }
protected override initialize<T>(tree: BehaviorTree<T>): void { protected override open(): void {
super.initialize(tree); super.open();
this._value = 0; this._value = 0;
} }
public tick<T>(tree: BehaviorTree<T>): Status { public tick(): Status {
if (++this._value >= this._max) { if (++this._value >= this._max) {
return Status.SUCCESS; return Status.SUCCESS;
} }
@@ -46,22 +46,24 @@ export class WaitTicks extends BaseNode {
* 时间等待节点 时间(秒) * 时间等待节点 时间(秒)
* 时间到后返回SUCCESS否则返回RUNNING * 时间到后返回SUCCESS否则返回RUNNING
*/ */
export class WaitTime extends BaseNode { @BT.ClassAction("WaitTime", { name: "时间等待节点", group: "基础行为节点", desc: "等待指定时间(秒)后返回成功, 否则返回执行中" })
export class WaitTime extends LeafNode {
@BT.prop({ type: BT.ParamType.float, description: "等待时间(秒)", defaultValue: 0, step: 0.01 })
private _max: number; private _max: number;
private _value: number = 0; private _value: number = 0;
constructor(duration: number = 0) { constructor(duration: number = 0) {
super(); super();
this._max = duration * 1000; this._max = duration;
} }
protected override initialize<T>(tree: BehaviorTree<T>): void { protected override open(): void {
super.initialize(tree); super.open();
this._value = new Date().getTime(); this._value = 0;
} }
public tick<T>(tree: BehaviorTree<T>): Status { public tick(dt: number): Status {
const currTime = new Date().getTime(); this._value += dt;
if (currTime - this._value >= this._max) { if (this._value >= this._max) {
return Status.SUCCESS; return Status.SUCCESS;
} }
return Status.RUNNING; return Status.RUNNING;

View File

@@ -0,0 +1,145 @@
import { globalBlackboard, IBlackboard } from "../Blackboard";
import { Status } from "../header";
export interface IBTNode {
readonly children: IBTNode[];
/** 本节点的的黑板引用 */
local: IBlackboard;
/**
* 初始化节点
* @param root 树根节点的黑板
* @param parent 父节点的黑板
*/
_initialize(root: IBlackboard, parent: IBlackboard): void;
/**
* @internal
*/
_execute(dt: number): Status;
tick(dt: number): 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;
/** 获取关联的实体 */
getEntity<T>(): T;
}
/**
* 基础节点
* 每个节点只管理自己需要的状态
*/
export abstract class BTNode implements IBTNode {
public readonly children: IBTNode[];
/** 树根节点的黑板引用 */
protected _root!: IBlackboard;
/** 本节点的的黑板引用 可能等于 _parent */
protected _local!: IBlackboard;
constructor(children?: IBTNode[]) {
this.children = children ? [...children] : [];
}
public _initialize(root: IBlackboard, parent: IBlackboard): void {
this._root = root;
// 在需要的节点中重写创建新的local
this._local = parent;
}
/**
* @internal
*/
public _execute(dt: number): Status {
// 首次执行时初始化
const isRunning = this._local.openNodes.get(this) || false;
if (!isRunning) {
this._local.openNodes.set(this, true);
this.open();
}
// 执行核心逻辑
const status = this.tick(dt);
// 执行完成时清理
if (status !== Status.RUNNING) {
this._local.openNodes.delete(this);
this.close();
}
return status;
}
/**
* 初始化节点(首次执行时调用)
* 子类重写此方法进行状态初始化
*/
protected open(): void { }
protected close(): void { }
/**
* 清理子节点的打开状态
* 一般用于装饰节点的非子节点关闭时, 用来清理子节点的打开状态
*/
protected cleanupChild(): void {
const child = this.children[0];
if (child && this._local.openNodes.has(child)) {
this._local.openNodes.delete(child);
(child as BTNode).close();
}
}
/**
* 执行节点逻辑
* 子类必须实现此方法
* @returns 执行状态
*/
public abstract tick(dt: number): Status;
public getEntity<T>(): T {
return this._local.getEntity();
}
public set<T>(key: string, value: T): void {
this._local.set(key, value);
}
public get<T>(key: string): T {
return this._local.get(key);
}
public setRoot<T>(key: string, value: T): void {
this._root.set(key, value);
}
public getRoot<T>(key: string): T {
return this._root.get(key);
}
public setGlobal<T>(key: string, value: T): void {
globalBlackboard.set(key, value);
}
public getGlobal<T>(key: string): T {
return globalBlackboard.get(key);
}
public get local(): IBlackboard {
return this._local;
}
}

View File

@@ -1,86 +0,0 @@
import { BehaviorTree } from "../BehaviorTree";
import { Status } from "../header";
/**
* 基础节点
* 每个节点只管理自己需要的状态
*/
export abstract class BaseNode {
public readonly children: BaseNode[];
private _id: string;
private _isRunning: boolean;
set id(id: string) { this._id = id; }
get id(): string { return this._id }
/**
* 创建
* @param children 子节点列表
*/
constructor(children?: BaseNode[]) {
this._id = ""; // 临时值,将在树构造时被正确设置
this.children = children ? [...children] : [];
this._isRunning = false;
}
/**
* 执行节点
* @param tree 行为树
* @returns 状态
*/
public _execute<T>(tree: BehaviorTree<T>): Status {
// 首次执行时初始化
if (!this._isRunning) {
this._isRunning = true;
this.initialize(tree);
}
// 执行核心逻辑
const status = this.tick(tree);
// 执行完成时清理
if (status !== Status.RUNNING) {
this._isRunning = false;
this.cleanup(tree);
}
return status;
}
/**
* 初始化节点(首次执行时调用)
* 子类重写此方法进行状态初始化
* @param tree 行为树
*/
protected initialize<T>(tree: BehaviorTree<T>): void { }
/**
* 清理节点(执行完成时调用)
* 子类重写此方法进行状态清理
* @param tree 行为树
*/
protected cleanup<T>(tree: BehaviorTree<T>): void { }
/**
* 执行节点逻辑
* 子类必须实现此方法
* @param tree 行为树
* @returns 执行状态
*/
public abstract tick<T>(tree: BehaviorTree<T>): Status;
/**
* 递归清理节点及其所有子节点的状态
* 用于行为树中断时清理所有节点状态
*/
public cleanupAll(): void {
// 清理基础状态
this._isRunning = false;
// 递归清理所有子节点
for (const child of this.children) {
child.cleanupAll();
}
}
}

View File

@@ -1,115 +1,105 @@
import type { BehaviorTree } from "../BehaviorTree"; import { IBlackboard } from "../Blackboard";
import { BT } from "../BT";
import { Status } from "../header"; import { Status } from "../header";
import { Composite, MemoryComposite } from "./AbstractNodes"; import { BTNode, IBTNode } from "./BTNode";
import { WeightDecorator } from "./Decorator";
/** /**
* 记忆选择节点 * 组合节点基类
* 选择不为 FAILURE 的节点,记住上次运行的子节点位置 * 有多个子节点
* 任意一个Child Node返回不为 FAILURE, 本Node向自己的Parent Node也返回Child Node状态
*/ */
export class MemSelector extends MemoryComposite { export abstract class Composite extends BTNode {
public tick<T>(tree: BehaviorTree<T>): Status { constructor(...children: IBTNode[]) {
for (let i = this.runningIndex; i < this.children.length; i++) { super(children);
let status = this.children[i]!._execute(tree);
if (status !== Status.FAILURE) {
if (status === Status.RUNNING) {
this.runningIndex = i;
}
return status;
}
}
return Status.FAILURE;
} }
} }
/** /**
* 记忆顺序节点 * 记忆选择节点 从上到下执行
* 如果上次执行到 RUNNING 的节点, 下次进入节点后, 直接从 RUNNING 节点开始 * 遇到 FAILURE 继续下一个
* 遇到 SUCCESS 或者 FAILURE 停止迭代 * 遇到 SUCCESS 返回 SUCCESS 下次重新开始
* 任意一个Child Node返回不为 SUCCESS, 本Node向自己的Parent Node也返回Child Node状态 *
* 所有节点都返回 SUCCESS, 本节点才返回 SUCCESS * 遇到 RUNNING 返回 RUNNING 下次从该节点开始
*/
export class MemSequence extends MemoryComposite {
public tick<T>(tree: BehaviorTree<T>): Status {
for (let i = this.runningIndex; i < this.children.length; i++) {
let status = this.children[i]!._execute(tree);
if (status !== Status.SUCCESS) {
if (status === Status.RUNNING) {
this.runningIndex = i;
}
return status;
}
}
return Status.SUCCESS;
}
}
/**
* 随机选择节点
* 从Child Node中随机选择一个执行
*/
export class RandomSelector extends Composite {
public tick<T>(tree: BehaviorTree<T>): Status {
if (this.children.length === 0) {
return Status.FAILURE;
}
const childIndex = Math.floor(Math.random() * this.children.length);
const status = this.children[childIndex]!._execute(tree);
return status;
}
}
/**
* 选择节点,选择不为 FAILURE 的节点
* 当执行本Node时它将从begin到end迭代执行自己的Child Node
* 如遇到一个Child Node执行后返回 SUCCESS 或者 RUNNING那停止迭代本Node向自己的Parent Node也返回 SUCCESS 或 RUNNING
*/ */
@BT.ClassComposite("Selector", { name: "选择节点", group: "基础组合节点", desc: "子节点从左到右执行, 子节点状态: 成功则选择成立, 失败继续下一个, 执行中则返回执行中, 下次从该节点开始" })
export class Selector extends Composite { export class Selector extends Composite {
public tick<T>(tree: BehaviorTree<T>): Status { public override _initialize(global: IBlackboard, branch: IBlackboard): void {
for (let i = 0; i < this.children.length; i++) { super._initialize(global, branch);
let status = this.children[i]!._execute(tree); this._local = branch.createChild();
if (status !== Status.FAILURE) { }
protected override open(): void {
super.open();
this.set(`__nRunningIndex`, 0);
}
public tick(dt: number): Status {
let index = this.get<number>(`__nRunningIndex`);
for (let i = index; i < this.children.length; i++) {
let status = this.children[i]!._execute(dt);
if (status === Status.FAILURE) {
continue;
}
if (status === Status.SUCCESS) {
return status; return status;
} }
this.set(`__nRunningIndex`, i);
return Status.RUNNING;
} }
return Status.FAILURE; return Status.FAILURE;
} }
} }
/** /**
* 顺序节点 * 顺序节点 从上到下执行
* 当执行本类型Node时它将从begin到end迭代执行自己的Child Node * 遇到 SUCCESS 继续下一个
* 遇到 FAILURE 或 RUNNING, 那停止迭代返回FAILURE 或 RUNNING * 遇到 FAILURE 停止迭代 返回 FAILURE 下次重新开始
* 所有节点都返回 SUCCESS, 本节点才返回 SUCCESS *
* 遇到 RUNNING 返回 RUNNING 下次从该节点开始
*/ */
@BT.ClassComposite("Sequence", { name: "顺序节点", group: "基础组合节点", desc: "子节点从左到右执行, 子节点状态: 成功则继续下一个, 失败则停止迭代返回失败, 执行中返回执行中, 下次从该节点开始" })
export class Sequence extends Composite { export class Sequence extends Composite {
public tick<T>(tree: BehaviorTree<T>): Status { public override _initialize(global: IBlackboard, branch: IBlackboard): void {
for (let i = 0; i < this.children.length; i++) { super._initialize(global, branch);
let status = this.children[i]!._execute(tree); this._local = branch.createChild();
if (status !== Status.SUCCESS) { }
return status;
protected override open(): void {
super.open();
this.set(`__nRunningIndex`, 0);
}
public tick(dt: number): Status {
let index = this.get<number>(`__nRunningIndex`);
for (let i = index; i < this.children.length; i++) {
let status = this.children[i]!._execute(dt);
if (status === Status.SUCCESS) {
continue;
} }
if (status === Status.FAILURE) {
return Status.FAILURE;
}
this.set(`__nRunningIndex`, i);
return Status.RUNNING;
} }
return Status.SUCCESS; return Status.SUCCESS;
} }
} }
/** /**
* 并行节点 每次进入全部重新执行一遍 * 并行节点 从左到右依次执行所有子节点
* 当执行本类型Node时它将从begin到end迭代执行自己的Child Node * 注意:这里的"并行"是逻辑概念,实际是顺序执行
* 1. 当存在Child Node执行后返回 FAILURE, 本节点返回 FAILURE * 返回优先级 FAILURE > RUNNING > SUCCESS
* 2. 当存在Child Node执行后返回 RUNNING, 本节点返回 RUNNING
* 所有节点都返回 SUCCESS, 本节点才返回 SUCCESS
*/ */
@BT.ClassComposite("Parallel", { name: "并行节点", group: "基础组合节点", desc: "依次执行所有子节点(从左到右), 子节点状态: 任意失败则失败 > 任意执行中则执行中 > 全部成功则成功" })
export class Parallel extends Composite { export class Parallel extends Composite {
public tick<T>(tree: BehaviorTree<T>): Status { public tick(dt: number): Status {
let result = Status.SUCCESS; let result = Status.SUCCESS;
for (let i = 0; i < this.children.length; i++) { for (let i = 0; i < this.children.length; i++) {
let status = this.children[i]!._execute(tree); let status = this.children[i]!._execute(dt);
if (status == Status.FAILURE) { if (result === Status.FAILURE || status === Status.FAILURE) {
result = Status.FAILURE; result = Status.FAILURE;
} else if (result == Status.SUCCESS && status == Status.RUNNING) { } else if (status === Status.RUNNING) {
result = Status.RUNNING; result = Status.RUNNING;
} }
} }
@@ -117,22 +107,75 @@ export class Parallel extends Composite {
} }
} }
/** /**
* 并行节点 每次进入全部重新执行一遍 * 随机选择节点
* 当执行本类型Node时它将从begin到end迭代执行自己的Child Node * 随机选择一个子节点执行
* 1. 当存在Child Node执行后返回 FAILURE, 本节点返回 FAILURE * 返回子节点状态
* 2. 任意 Child Node 返回 SUCCESS, 本节点返回 SUCCESS
* 否则返回 RUNNING
*/ */
@BT.ClassComposite("RandomSelector", { name: "随机选择节点", group: "基础组合节点", desc: "随机选择一个子节点执行, 返回子节点状态" })
export class RandomSelector extends Composite {
private _totalWeight: number = 0;
private _weights: number[] = [];
constructor(...children: IBTNode[]) {
super(...children);
this._totalWeight = 0;
this._weights = [];
for (const child of children) {
const weight = this.getChildWeight(child);
this._totalWeight += weight;
this._weights.push(this._totalWeight);
}
}
private getChildWeight(child: IBTNode): number {
return (child instanceof WeightDecorator) ? (child.weight) : 1;
}
public tick(dt: number): Status {
if (this.children.length === 0) {
return Status.FAILURE;
}
// 基于权重的随机选择
const randomValue = Math.random() * this._totalWeight;
// 使用二分查找找到对应的子节点索引O(log n)复杂度)
let left = 0;
let right = this._weights.length - 1;
let childIndex = 0;
while (left <= right) {
const mid = Math.floor((left + right) / 2);
if (this._weights[mid]! > randomValue) {
childIndex = mid;
right = mid - 1;
} else {
left = mid + 1;
}
}
const status = this.children[childIndex]!._execute(dt);
return status;
}
}
/**
* 并行任意成功节点 从左到右依次执行所有子节点
* 注意:这里的"并行"是逻辑概念,实际是顺序执行
* 返回优先级 SUCCESS > RUNNING > FAILURE
*/
@BT.ClassComposite("ParallelAnySuccess", { name: "并行任意成功节点", group: "基础组合节点", desc: "依次执行所有子节点(从左到右), 任意一个成功则成功 > 任意一个执行中则执行中 > 全部失败则失败" })
export class ParallelAnySuccess extends Composite { export class ParallelAnySuccess extends Composite {
public tick<T>(tree: BehaviorTree<T>): Status { public tick(dt: number): Status {
let result = Status.RUNNING; let result = Status.FAILURE;
for (let i = 0; i < this.children.length; i++) { for (let i = 0; i < this.children.length; i++) {
let status = this.children[i]!._execute(tree); let status = this.children[i]!._execute(dt);
if (status == Status.FAILURE) { if (result === Status.SUCCESS || status === Status.SUCCESS) {
result = Status.FAILURE;
} else if (result == Status.RUNNING && status == Status.SUCCESS) {
result = Status.SUCCESS; result = Status.SUCCESS;
} else if (status === Status.RUNNING) {
result = Status.RUNNING;
} }
} }
return result; return result;

View File

@@ -1,20 +1,21 @@
import type { BehaviorTree } from "../BehaviorTree";
import { Status } from "../header";
import { BaseNode } from "./BaseNode";
/** /**
* 条件节点 * @Author: Gongxh
* 根据条件函数返回SUCCESS或FAILURE * @Date: 2025-09-17
* @Description: 条件节点基类
*/ */
export class Condition extends BaseNode {
/** 执行函数 @internal */
private readonly _func: (subject: any) => boolean;
constructor(func: (subject: any) => boolean) {
super();
this._func = func;
}
public tick<T>(tree: BehaviorTree<T>): Status { import { Status } from "../header";
return this._func?.(tree.subject) ? Status.SUCCESS : Status.FAILURE; import { LeafNode } from "./Action";
/** 条件叶子节点 */
export abstract class Condition extends LeafNode {
/**
* 判断是否满足条件
* @returns 是否满足条件
*/
protected abstract isEligible(): boolean;
public tick(): Status {
return this.isEligible() ? Status.SUCCESS : Status.FAILURE;
} }
} }

View File

@@ -4,10 +4,35 @@
* @Description: 装饰节点 装饰节点下必须包含子节点 * @Description: 装饰节点 装饰节点下必须包含子节点
*/ */
import type { BehaviorTree } from "../BehaviorTree"; import { BT } from "../BT";
import { Status } from "../header"; import { Status } from "../header";
import { Decorator, NumericDecorator } from "./AbstractNodes"; import { BTNode, IBTNode } from "./BTNode";
import { BaseNode } from "./BaseNode";
/**
* 修饰节点 基类
* 有且仅有一个子节点
*/
export abstract class Decorator extends BTNode {
constructor(child: IBTNode) {
super([child]);
}
}
/** 条件装饰节点基类 */
export abstract class ConditionDecorator extends Decorator {
/**
* 判断是否满足条件
* @returns 是否满足条件
*/
protected abstract isEligible(): boolean;
public tick(dt: number): Status {
if (this.isEligible()) {
return this.children[0]!._execute(dt);
}
return Status.FAILURE;
}
}
/** /**
* 结果反转节点 * 结果反转节点
@@ -15,9 +40,10 @@ import { BaseNode } from "./BaseNode";
* 第一个Child Node节点, 返回 FAILURE, 本Node向自己的Parent Node也返回 SUCCESS * 第一个Child Node节点, 返回 FAILURE, 本Node向自己的Parent Node也返回 SUCCESS
* 第一个Child Node节点, 返回 SUCCESS, 本Node向自己的Parent Node也返回 FAILURE * 第一个Child Node节点, 返回 SUCCESS, 本Node向自己的Parent Node也返回 FAILURE
*/ */
@BT.ClassDecorator("Inverter", { name: "结果反转节点", group: "基础装饰节点", desc: "反转子节点的执行结果, 成功变失败, 失败变成功, 执行中保持不变" })
export class Inverter extends Decorator { export class Inverter extends Decorator {
public tick<T>(tree: BehaviorTree<T>): Status { public tick(dt: number): Status {
const status = this.children[0]!._execute(tree); const status = this.children[0]!._execute(dt);
if (status === Status.SUCCESS) { if (status === Status.SUCCESS) {
return Status.FAILURE; return Status.FAILURE;
@@ -35,48 +61,64 @@ export class Inverter extends Decorator {
* 规定时间内, 根据Child Node的结果, 本节点向自己的父节点也返回相同的结果 * 规定时间内, 根据Child Node的结果, 本节点向自己的父节点也返回相同的结果
* 超时后, 直接返回 FAILURE * 超时后, 直接返回 FAILURE
*/ */
export class LimitTime extends NumericDecorator { @BT.ClassDecorator("LimitTime", { name: "时间限制节点", group: "基础装饰节点", desc: "限制时间内返回子节点状态, 超时后返回失败" })
export class LimitTime extends Decorator {
@BT.prop({ type: BT.ParamType.float, description: "最大时间(秒)", defaultValue: 1 })
protected _max: number = 1;
private _value: number = 0;
/** /**
* 时间限制节点 * 时间限制节点
* @param child 子节点 * @param child 子节点
* @param max 最大时间 (秒) 默认1秒 * @param max 最大时间 (秒) 默认1秒
*/ */
constructor(child: BaseNode, max: number = 1) { constructor(child: IBTNode, max: number = 1) {
super(child, max * 1000); super(child);
this._max = max;
} }
protected override initialize<T>(tree: BehaviorTree<T>): void { protected override open(): void {
super.initialize(tree); this._value = 0;
this._value = Date.now();
} }
public tick<T>(tree: BehaviorTree<T>): Status { public tick(dt: number): Status {
const currentTime = Date.now(); this._value += dt;
if (this._value > this._max) {
if (currentTime - this._value > this._max) { this.cleanupChild();
return Status.FAILURE; return Status.FAILURE;
} }
return this.children[0]!._execute(dt);
return this.children[0]!._execute(tree);
} }
} }
/** /**
* 次数限制节点 * 次数限制节点
* 必须且只能包含一个子节点 * 必须且只能包含一个子节点
* 次数限制内, 返回子节点的状态, 次数达到后, 直接返回失败 * 次数超过后, 直接返回失败; 次数未超过, 返回子节点状态
*/ */
export class LimitTimes extends NumericDecorator { @BT.ClassDecorator("LimitTicks", { name: "次数限制节点", group: "基础装饰节点", desc: "子节点成功, 次数+1, 限制次数内返回子节点状态, 超过限制次数返回失败" })
public tick<T>(tree: BehaviorTree<T>): Status { export class LimitTicks extends Decorator {
if (this._value >= this._max) { @BT.prop({ type: BT.ParamType.int, description: "最大次数", defaultValue: 1 })
protected _max: number = 1;
private _value: number = 0;
constructor(child: IBTNode, max: number = 1) {
super(child);
this._max = max;
}
protected override open(): void {
this._value = 0;
}
public tick(dt: number): Status {
if (this._value > this._max) {
this.cleanupChild();
return Status.FAILURE; return Status.FAILURE;
} }
const status = this.children[0]!._execute(tree); let status = this.children[0]!._execute(dt);
if (status !== Status.RUNNING) { if (status !== Status.RUNNING) {
this._value++; this._value++;
if (this._value < this._max) {
return Status.RUNNING;
}
} }
return status; return status;
} }
@@ -88,12 +130,26 @@ export class LimitTimes extends NumericDecorator {
* 子节点是成功或失败,累加计数 * 子节点是成功或失败,累加计数
* 次数超过之后返回子节点状态,否则返回 RUNNING * 次数超过之后返回子节点状态,否则返回 RUNNING
*/ */
export class Repeat extends NumericDecorator { @BT.ClassDecorator("Repeat", { name: "重复节点", group: "基础装饰节点", desc: "子节点成功或失败次数+1, 重复执行指定次数" })
public tick<T>(tree: BehaviorTree<T>): Status { export class Repeat extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "重复次数", defaultValue: 1, min: 1 })
protected _max: number = 1;
private _value: number = 0;
constructor(child: IBTNode, max: number = 1) {
super(child);
this._max = max;
}
protected override open(): void {
this._value = 0;
}
public tick(dt: number): Status {
// 执行子节点 // 执行子节点
const status = this.children[0]!._execute(tree); const status = this.children[0]!._execute(dt);
// 如果子节点完成(成功或失败),增加计数 // 如果子节点完成(成功或失败),增加计数
if (status === Status.SUCCESS || status === Status.FAILURE) { if (status !== Status.RUNNING) {
this._value++; this._value++;
// 检查是否达到最大次数 // 检查是否达到最大次数
if (this._value >= this._max) { if (this._value >= this._max) {
@@ -111,9 +167,23 @@ export class Repeat extends NumericDecorator {
* *
* 子节点成功 计数+1 * 子节点成功 计数+1
*/ */
export class RepeatUntilFailure extends NumericDecorator { @BT.ClassDecorator("RepeatUntilFailure", { name: "重复直到失败", group: "基础装饰节点", desc: "子节点成功则次数+1, 限制次数内返回执行中, 重复执行子节点直到子节点返回失败, 超过限制次数返回失败" })
public tick<T>(tree: BehaviorTree<T>): Status { export class RepeatUntilFailure extends Decorator {
const status = this.children[0]!._execute(tree); @BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, min: 1 })
protected _max: number = 1;
private _value: number = 0;
constructor(child: IBTNode, max: number = 1) {
super(child);
this._max = max;
}
protected override open(): void {
this._value = 0;
}
public tick(dt: number): Status {
const status = this.children[0]!._execute(dt);
if (status === Status.FAILURE) { if (status === Status.FAILURE) {
return Status.FAILURE; return Status.FAILURE;
} }
@@ -135,10 +205,24 @@ export class RepeatUntilFailure extends NumericDecorator {
* *
* 子节点失败, 计数+1 * 子节点失败, 计数+1
*/ */
export class RepeatUntilSuccess extends NumericDecorator { @BT.ClassDecorator("RepeatUntilSuccess", { name: "重复直到成功", group: "基础装饰节点", desc: "子节点失败则次数+1, 限制次数内返回执行中, 重复执行子节点直到子节点返回成功, 超过限制次数返回失败" })
public tick<T>(tree: BehaviorTree<T>): Status { export class RepeatUntilSuccess extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "最大重试次数", defaultValue: 1, step: 1 })
protected _max: number = 1;
private _value: number = 0;
constructor(child: IBTNode, max: number = 1) {
super(child);
this._max = max;
}
protected override open(): void {
this._value = 0;
}
public tick(dt: number): Status {
// 执行子节点 // 执行子节点
const status = this.children[0]!._execute(tree); const status = this.children[0]!._execute(dt);
if (status === Status.SUCCESS) { if (status === Status.SUCCESS) {
return Status.SUCCESS; return Status.SUCCESS;
} }
@@ -151,4 +235,27 @@ export class RepeatUntilSuccess extends NumericDecorator {
} }
return Status.RUNNING; return Status.RUNNING;
} }
}
/**
* 权重装饰节点
*/
@BT.ClassDecorator("WeightDecorator", { name: "权重装饰节点", group: "基础装饰节点", desc: "根据权重随机选择子节点执行, 用于随机选择节点的子节点" })
export class WeightDecorator extends Decorator {
@BT.prop({ type: BT.ParamType.int, description: "权重", defaultValue: 1, step: 1 })
private _weight: number;
constructor(child: IBTNode, weight?: number) {
super(child);
// 优先使用构造函数参数,否则使用装饰器默认参数
this._weight = weight || 1;
}
public tick(dt: number): Status {
return this.children[0]!._execute(dt);
}
public get weight(): number {
return this._weight;
}
} }

View File

@@ -1,5 +1,6 @@
import { Blackboard } from "./Blackboard"; import { Blackboard, IBlackboard } from "./Blackboard";
import { BaseNode } from "./BTNode/BaseNode"; import { IBTNode } from "./BTNode/BTNode";
import { Status } from "./header";
/** /**
* 行为树 * 行为树
@@ -9,36 +10,23 @@ export class BehaviorTree<T> {
/** /**
* @internal * @internal
*/ */
private _root: BaseNode; private _root: IBTNode;
/** /**
* @internal * @internal
*/ */
private _blackboard: Blackboard; private _blackboard: IBlackboard;
/**
* @internal
*/
private _subject: T;
/** get root(): IBTNode { return this._root; }
* 节点ID计数器每个树实例独立管理 get blackboard(): IBlackboard { return this._blackboard }
* @internal
*/
private _nodeIdCounter: number = 0;
get root(): BaseNode { return this._root; }
get blackboard() { return this._blackboard }
get subject(): T { return this._subject; }
/** /**
* constructor * constructor
* @param subject 主 * @param entity 实
* @param root 根节点 * @param root 根节点
*/ */
constructor(subject: T, root: BaseNode) { constructor(entity: T, root: IBTNode) {
this._root = root; this._root = root;
this._blackboard = new Blackboard(); this._blackboard = new Blackboard(undefined, entity);
this._subject = subject;
// 构造时就初始化所有节点ID避免运行时检查 // 构造时就初始化所有节点ID避免运行时检查
this._initializeAllNodeIds(this._root); this._initializeAllNodeIds(this._root);
} }
@@ -46,17 +34,8 @@ export class BehaviorTree<T> {
/** /**
* 执行行为树 * 执行行为树
*/ */
public tick(): void { public tick(dt: number): Status {
this._root._execute(this); return this._root._execute(dt);
}
/**
* 生成节点ID
* 每个树实例独立管理节点ID避免全局状态污染
* @internal
*/
private _generateNodeId(): string {
return `${++this._nodeIdCounter}`;
} }
/** /**
@@ -65,13 +44,12 @@ export class BehaviorTree<T> {
* @param node 要初始化的节点 * @param node 要初始化的节点
* @internal * @internal
*/ */
private _initializeAllNodeIds(node: BaseNode): void { private _initializeAllNodeIds(node: IBTNode, parent?: IBTNode): void {
// 设置当前节点ID // 设置当前节点ID
node.id = this._generateNodeId(); node._initialize(this._blackboard, parent ? parent.local : this._blackboard);
// 递归设置所有子节点ID // 递归设置所有子节点ID
for (const child of node.children) { for (const child of node.children) {
this._initializeAllNodeIds(child); this._initializeAllNodeIds(child, node);
} }
} }
@@ -80,18 +58,6 @@ export class BehaviorTree<T> {
* 清空黑板并重置所有节点状态 * 清空黑板并重置所有节点状态
*/ */
public reset(): void { public reset(): void {
this._blackboard.clear(); this._blackboard.clean();
// 重置所有节点的状态
this._root.cleanupAll();
}
/**
* 重置指定记忆节点的记忆状态
* 用于精确控制记忆节点的重置,而不影响其他状态
* @param node 记忆节点
*/
public resetMemoryNode(node: BaseNode): void {
// 通过黑板标记该节点需要重置记忆
this._blackboard.set(`reset_memory`, true, node);
} }
} }

View File

@@ -4,67 +4,93 @@
* @Description: 行为树共享数据 * @Description: 行为树共享数据
* *
* 专门用于存储和管理行为树执行过程中的共享数据 * 专门用于存储和管理行为树执行过程中的共享数据
* 使用 Symbol 作为键实现高性能且安全的键值存储
*/ */
// 为了避免循环依赖,我们定义一个最小接口 import { IBTNode } from "./BTNode/BTNode";
interface IBlackboardNode {
readonly id: string; /**
* 黑板数据接口
*/
export interface IBlackboard {
getEntity<T>(): T;
get<T>(key: string): T;
set<T>(key: string, value: T): void;
delete(key: string): void;
has(key: string): boolean;
clean(): void;
createChild(scope?: number): IBlackboard;
/** @internal */
openNodes: WeakMap<IBTNode, boolean>;
} }
export class Blackboard { /**
private readonly _data = new Map<IBlackboardNode, Map<string, any>>(); * 黑板类
*/
export class Blackboard implements IBlackboard {
private readonly _data = new Map<string, any>();
public parent?: Blackboard | undefined;
public children = new Set<Blackboard>();
public clear(): void { /**
* 正在运行中的节点
* @internal
*/
public openNodes = new WeakMap<IBTNode, boolean>();
/** 实体 */
private readonly _entity: any;
public getEntity<T>(): T {
return this._entity;
}
constructor(parent?: Blackboard, entity?: any) {
this.parent = parent;
if (parent) {
parent.children.add(this);
}
// 优先使用传入的 entity如果没有则从父级继承
this._entity = entity !== undefined ? entity : (parent?._entity ?? null);
}
/** 核心: 查找链实现 */
public get<T>(key: string): T {
if (this._data.has(key)) {
return this._data.get(key) as T;
}
return this.parent?.get(key) as T;
}
/** 写入: 只在当前层 */
public set<T>(key: string, value: T): void {
this._data.set(key, value);
}
/** 检查: 沿链查找 */
public has(key: string): boolean {
return this._data.has(key) || (this.parent?.has(key) ?? false);
}
public delete(key: string): void {
this._data.delete(key);
}
public createChild(): Blackboard {
return new Blackboard(this);
}
public clean(): void {
// 清空当前黑板数据
this._data.clear(); this._data.clear();
}
/** // 重置运行状态
* 设置数据 this.openNodes = new WeakMap<IBTNode, boolean>();
* @param key 键名
* @param value 值 // 递归清理所有子黑板
* @param node 节点实例(用于生成唯一 Symbol for (const child of this.children) {
*/ child.clean();
public set<T>(key: string, value: T, node: IBlackboardNode): void {
let map = this._data.get(node);
if (!map) {
map = new Map();
this._data.set(node, map);
} }
map.set(key, value);
} }
}
/** // 全局共享的黑板实例
* 获取数据 export const globalBlackboard = new Blackboard();
* @param key 键名
* @param node 节点实例
* @returns 值
*/
public get<T>(key: string, node: IBlackboardNode): T | undefined {
return this._data.get(node)?.get(key) as T;
}
/**
* 检查是否存在指定键
* @param key 键名
* @param node 节点实例
* @returns 是否存在
*/
public has(key: string, node: IBlackboardNode): boolean {
return this._data.has(node) ? this._data.get(node)?.has(key) || false : false;
}
/**
* 删除指定键的数据
* @param key 键名
* @param node 节点实例
* @returns 是否删除成功
*/
public delete(key: string, node: IBlackboardNode): boolean {
if (this.has(key, node)) {
this._data.get(node)?.delete(key);
return true;
}
return false;
}
}

View File

@@ -0,0 +1,71 @@
/**
* @Author: Gongxh
* @Date: 2025-09-16
* @Description: 根据数据创建一颗行为树
*/
import { BehaviorTree } from "./BehaviorTree";
import { BT } from "./BT";
import { IBTNode } from "./BTNode/BTNode";
export interface INodeConfig {
id: string,
className: string,
parameters: Record<string, any>,
children: string[]
}
/**
* 根据节点配置递归创建节点
* @param info 节点配置
* @param nodeMap 所有节点配置的映射表
* @returns 创建的节点实例
*/
function createNodeRecursively(info: INodeConfig, nodeMap: Map<string, INodeConfig>): IBTNode {
// 获取节点构造函数
const ctor = BT.getNodeConstructor(info.className);
if (!ctor) {
throw new Error(`未找到节点【${info.className}】的构造函数`);
}
// 递归创建子节点
const childNodes: IBTNode[] = [];
for (const childId of info.children || []) {
const childInfo = nodeMap.get(childId);
if (!childInfo) {
throw new Error(`未找到子节点【${childId}】,行为树配置导出信息错误`);
}
const childNode = createNodeRecursively(childInfo, nodeMap);
childNodes.push(childNode);
}
// 创建节点实例
let btnode: IBTNode;
const metadata = BT.getNodeMetadata(ctor);
if (metadata.type === BT.Type.Action || metadata.type === BT.Type.Condition) {
btnode = new ctor();
} else if (metadata.type === BT.Type.Decorator) {
btnode = new ctor(childNodes[0]!);
} else {
btnode = new ctor(...childNodes);
}
// 设置节点参数
for (const key in info.parameters) {
(btnode as any)[key] = info.parameters[key];
}
return btnode;
}
export function createBehaviorTree<T>(config: INodeConfig[], entity: T): BehaviorTree<T> {
// 验证配置
if (!config || !Array.isArray(config) || config.length === 0) {
throw new Error("Config is empty or invalid");
}
// 创建配置映射表
const nodeMap = new Map<string, INodeConfig>();
for (const info of config) {
nodeMap.set(info.id, info);
}
return new BehaviorTree(entity, createNodeRecursively(config[0]!, nodeMap));
}

View File

@@ -2,4 +2,4 @@ export enum Status {
FAILURE, FAILURE,
SUCCESS, SUCCESS,
RUNNING, RUNNING,
} }

15
src/index.ts Normal file
View File

@@ -0,0 +1,15 @@
/** 行为树 */
export { BehaviorTree } from "./behaviortree/BehaviorTree";
export { Blackboard, globalBlackboard } from "./behaviortree/Blackboard";
export * from "./behaviortree/BTNode/Action";
export { IBTNode } from "./behaviortree/BTNode/BTNode";
export * from "./behaviortree/BTNode/Composite";
export * from "./behaviortree/BTNode/Condition";
export * from "./behaviortree/BTNode/Decorator";
export { createBehaviorTree, INodeConfig } from "./behaviortree/Factory";
export { Status } from "./behaviortree/header";
// 导出装饰器内容
import { BT } from "./behaviortree/BT";
export const { ClassAction, ClassCondition, ClassComposite, ClassDecorator, prop, ParamType } = BT;

View File

@@ -1,13 +0,0 @@
/** 行为树 */
export { BehaviorTree } from "./behaviortree/BehaviorTree";
export { Blackboard } from "./behaviortree/Blackboard";
export * from "./behaviortree/BTNode/AbstractNodes";
export * from "./behaviortree/BTNode/Action";
export { BaseNode as Node } from "./behaviortree/BTNode/BaseNode";
export * from "./behaviortree/BTNode/Composite";
export { Condition } from "./behaviortree/BTNode/Condition";
export * from "./behaviortree/BTNode/Decorator";
export { Status } from "./behaviortree/header";

View File

@@ -4,6 +4,7 @@
"lib": ["es6", "dom"], "lib": ["es6", "dom"],
"module": "commonjs", "module": "commonjs",
"experimentalDecorators": true, // 启用ES装饰器 "experimentalDecorators": true, // 启用ES装饰器
"emitDecoratorMetadata": true, // 启用装饰器元数据
"strict": true, "strict": true,
"noImplicitAny": true, "noImplicitAny": true,
"strictNullChecks": true, "strictNullChecks": true,
@@ -20,7 +21,6 @@
}, },
"include": [ "include": [
"./src/**/*" "./src/**/*"
// "libs"
], ],
// 排除 // 排除
"exclude": [ "exclude": [