# Behave A simple implementation of behavior trees in MoonScript / Lua. Define behaviors as functions or small tables, then call `behave.make` on them to get a function you can call repeatedly to execute behaviors. A node should return a truthy or falsy value to indicate success or failure, or `behave.running` to indicate that the node needs to be called again to continue running. Examples are in MoonScript, but shouldn't be too difficult to understand even if you are unfamiliar with its syntax. ## Example ``` TODO ``` ## Leaf Nodes The easiest node is just a function that will be passed all arguments sent to a behavior tree it is part of. There is a slightly more complex leaf node for maintaining an internal state, and optional `start`/`finish` functions only called at the beginning and end of processing. ``` WalkPath = { start: (state, entity) -> state.path = findPath(entity, entity.target) return state.path run: (state, entity) -> -- this will not run if start fails state.path.step! finish: (state, entity) -> -- this will run only if run returns a truthy value besides behave.running state.path = nil } ``` ## The Decorator Node A very basic extension to the result of a leaf node, allowing you to alter the result it returns. Note: You cannot alter a `behave.running` return. ``` InvertSomeNode = { decorator: (result) -> return not result SomeNode } ``` ## Composite Nodes Selector skips any failures and returns on the first node that returns a truthy value (or returns `false` if nothing succeeds). Sequence continues until there is a failure or returns success. Random executes a random node underneath it. ``` Behaviors = { type: behave.Random WalkRandomly, LookAtPhone, LeaveArea } ``` ## Custom Nodes You can create custom nodes and easily use them. Rather than explaining how to, here's an example: ``` -- defining the node type: Invert = (tab) -> -- your fn will be passed a table describing the node node = behave.make tab[1] -- call make on any sub-nodes that you will be using, save the result return (...) -> -- use variable arguments, so sub-nodes can result = node(...) -- get what they need unless result == behave.running -- running nodes should not be interrupted result = not result -- and finally we invert the result before return result -- returning it -- using the node type: SomeInvertedNode = { type: Invert -- this is how the library knows what function to call SomeNode -- this is the node that will be inverted } ```