diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..1d74e21 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +.vscode/ diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..bb0f543 --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,15 @@ +// .vscode/settings.json +{ + "luau-lsp.platform.type": "roblox", + + "luau-lsp.sourcemap.enabled": false, + "luau-lsp.sourcemap.autogenerate": false, + + "luau-lsp.hover.strictDatamodelTypes": true, + "luau-lsp.diagnostics.strictDatamodelTypes": false, + + // If your code lives under _Index (Wally), don’t ignore it: + "luau-lsp.ignoreGlobs": [], + "luau-lsp.plugin.enabled": true + +} diff --git a/BehaviorTree3.lua b/BehaviorTree3.lua deleted file mode 100644 index 43d1926..0000000 --- a/BehaviorTree3.lua +++ /dev/null @@ -1,747 +0,0 @@ ---[[ - BEHAVIOR TREES V5 - - Originally by iniich_n and tyridge77: https://devforum.roblox.com/t/behaviortree2-create-complex-behaviors-with-ease/451047 - Forked and improved by defaultio - - Improvements/changes: - - Decorators will work as expected when parents of arbitrary nodes, instead of only Task nodes - - Calling tree:run() will return the outcome of the tree (success [1], fail [2], running [3]) - - Added repeater node - - can repeat infinitely with a "count" parameter of nil or <= 0 - - returns success when done repeating - - returns fail if a "breakonfail" parameter is true and it receives a failed result from its child - - Added tree node which will call another tree and return the result of the other tree - - If a success/fail node is left hanging without a child, it will directly return success/fail - - Improved ProcessNode organization and readability by adding the interateNodes() iterator and the addNode() function - - Changed node runner from using string node states to using number enums, to avoid string comparisons. Should be slightly faster. - - Changed tasks to report their status by returning a status number enum, instead of calling a success/fail/running function on self - - Added some more assertions in ProcessNode - - Added comments and documentation so it's a little easier to add new nodes - - - Changes by tyridge77(November 23rd, 2020) - - Added support for live debugging(only in studio) - - Added support for blackboards - - Added Tree:Abort(), used for switching between trees but still calling finish on the previously running task - - - - Added new Leaf node, Blackboard Query - - These are used to perform fast and simple comparisons on a specific key in a blackboard - - For instance, if you wanted a sequence to execute only if the entity's "LowHealth" state was set to true, or if a world's "NightTime" state was set to true(Shared Blackboard) - - You can do this with tasks , but it's a bit faster if you only need to perform a simple boolean or nil check - - - You can only read from a blackboard using this node. Behavior Trees aren't meant to be visual scripting - just a way to carry out plans - - - Parameters: - - - Board: string that defaults to Entity if no value is specified. - - Entity will reference the object's blackboard passed into the tree via tree:Run(object) - - If a value is given, say "WorldStates", it will attempt to grab the Shared Blackboard to use with the same name. You can register these via BehaviorTreeCreator:RegisterSharedBlackboard(name,table) - - - Key: the string index of the key you're trying to query(for instance, "LowHealth") - - Type: string which specifies what kind of query you're trying to perform. - - You can choose true,false,set,or unset to perform boolean/nil checks. Alternatively you can specify a string of your choice to perform a string comparison - - - Added new composite node, While - - Only accepts two children, a condition(1st child), and an action(2nd child) - - Repeats until either - - condition returns fail, wherein the node itself returns fail - - action returns success, wherein the node itself returns success - - - Used for processing stacks of items - - Say you want an NPC to create a stack of nearby doors, then try to enter each door until there are no doors left to try, or the NPC got through a door. - - If the NPC got through a door successfully, the node would return success. Otherwise, if there were no doors that were able to be entered, the node will return fail - - Example pic: https://cdn.discordapp.com/attachments/711758878995513364/783523673704628294/unknown.png - - - Changes by tyridge77(May 5th, 2022) - - -- Fixed critical issue where actors using the same tree borrowed the same running/paused state, effectively breaking all trees used by multiple actors(woops!) - -- Added Metaprox's "External Task" fork, which allows you to use Rojo with BTrees - ---]] - - -local RunService = game:GetService("RunService") -local CollectionService = game:GetService("CollectionService") -local IsStudio = RunService:IsRunning() and RunService:IsStudio() - -local BehaviorTree = {} - -local SUCCESS,FAIL,RUNNING = 1,2,3 - - --- Used by the BehaviorTree Editor plugin -local RunningTreesFolder -if IsStudio then - local cam = Instance.new("Camera",script) - cam.Name = "NonReplicated" - RunningTreesFolder = Instance.new("Folder",cam) - RunningTreesFolder.Name = "RunningTrees(debug)" - CollectionService:AddTag(RunningTreesFolder,"_btRunningTrees") -end --- - --------- Blackboards -------- - --- Blackboards are just tables for behavior trees that can be read from and written to --- They can exist on a per-entity or a global/shared level. --- Trees can read and write entity blackboards but only read from shared blackboards --- Trees do this using the new Blackboard node - -BehaviorTree.SharedBlackboards = {} -- Dictionary for shared blackboards using the blackboard's string index as key - -local BLACKBOARD_QUERY_TYPE_TRUE, BLACKBOARD_QUERY_TYPE_FALSE, BLACKBOARD_QUERY_TYPE_NIL, BLACKBOARD_QUERY_TYPE_NOTNIL = 1,2,3,4 - - --------- TREE NODE PROCESSOR -------- - --- Iterates through raw node tree and constructs an optimzied data structure that will be used for quick tree traversal at runtime --- For each node, onsuccess and onfail values are set, which indicate the index of the next node that the runner hit after a success or failure - --- During processing algorithm, onsuccess and onfail will be each set to true or false, until it is set to an actual int index. --- true indicates that a onsuccess or onfail should return success. false indicates that a onsuccess or onfail should return fail. - - -local function ProcessNode(node, nodes) - - -- Iterate and process all children and descendant nodes, returning an iterator for each descendant node - local function iterateNodes() - local c, i = 0, 0 - local childNode - local isFinalChildNode - return function() - i = i + 1 - if i == #nodes + 1 then - childNode = nil - end - if not childNode then - if isFinalChildNode then - return nil - end - c = c + 1 - childNode = node.params.nodes[c] - isFinalChildNode = c == #node.params.nodes - i = #nodes + 1 - ProcessNode(childNode, nodes) - end - local node = nodes[i] - return node, #nodes + 1, isFinalChildNode - end - end - - -- Add a new node to the final node table, returning the node and its index - local function addNode(nodeType) - local node = {type = nodeType} - nodes[#nodes + 1] = node - return node, #nodes - end - - - ------------------------------ - --------- LEAF NODES --------- - - if node.type == "task" then - assert(node.params.run, "Can't process tree; task leaf node has no run func parameter") - - local taskNode = addNode("task") - taskNode.start = node.params.start - taskNode.run = node.params.run - taskNode.finish = node.params.finish - taskNode.onsuccess = true - taskNode.onfail = false - taskNode.nodefolder = node.params.nodefolder - - elseif node.type == "blackboard" then - - local bbnode = addNode("blackboard") - bbnode.onsuccess = true - bbnode.onfail = false - bbnode.key = node.params.key - bbnode.board = node.params.board - - local returntype = node.params.value:lower() - - local comparestring = false - - if returntype == "true" then - bbnode.returntype = BLACKBOARD_QUERY_TYPE_TRUE - elseif returntype == "false" then - bbnode.returntype = BLACKBOARD_QUERY_TYPE_FALSE - elseif returntype == "unset" or returntype == "nil" then - bbnode.returntype = BLACKBOARD_QUERY_TYPE_NIL - elseif returntype == "set" then - bbnode.returntype = BLACKBOARD_QUERY_TYPE_NOTNIL - else - comparestring = true - bbnode.returntype = node.params.value - end - bbnode.comparestring = comparestring - - elseif node.type == "tree" then - assert(node.params.tree, "Can't process tree; tree leaf node has no linked tree object") - - local treeNode = addNode("tree") - treeNode.tree = node.params.tree - treeNode.onsuccess = true - treeNode.onfail = false - treeNode.nodefolder = node.params.nodefolder - - - ----------------------------------- - --------- DECORATOR NODES --------- - - elseif node.type == "always_succeed" then - assert(#node.params.nodes <= 1, "Can't process tree; succeed decorator with multiple children") - - if node.params.nodes[1] then - -- All child node outcomes that return failure are switched to return success - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == false then - node.onsuccess = true - end - if node.onfail == false then - node.onfail = true - end - end - else - -- Hanging succeed node, always return success - local succeed = addNode("succeed") - succeed.onsuccess = true - end - - - - elseif node.type == "always_fail" then - assert(#node.params.nodes <= 1, "Can't process tree; fail decorator with multiple children") - - if node.params.nodes[1] then - -- All child node outcomes that return success are switched to return failure - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == true then - node.onsuccess = false - end - if node.onfail == true then - node.onfail = false - end - end - else - -- Hanging fail node, always return fail - local fail = addNode("fail") - fail.onfail = false - end - - - elseif node.type == "invert" then - assert(#node.params.nodes <= 1, "Can't process tree; invert decorator with multiple children") - assert(#node.params.nodes == 1, "Can't process tree; hanging invert decorator") - - -- All child node outcomes are flipped - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == true then - node.onsuccess = false - elseif node.onsuccess == false then - node.onsuccess = true - end - if node.onfail == false then - node.onfail = true - elseif node.onfail == true then - node.onfail = false - end - end - - - elseif node.type == "repeat" then - assert(#node.params.nodes <= 1, "Can't process tree; repeat decorator with multiple children") - assert(#node.params.nodes == 1, "Can't process tree; hanging repeat decorator") - - local repeatStartIndex = #nodes + 1 - - -- It's not necessary to have a repeat node if it repeats indefinitely - local repeatCount = node.params.count and node.params.count > 0 and node.params.count or nil - - if repeatCount and repeatCount > 0 then - addNode("repeat-start") - - local repeatNode, repeatIndex = addNode("repeat") - repeatNode.repeatGoal = repeatCount - repeatNode.repeatCount = 0 - repeatNode.onsuccess = true - repeatNode.onfail = false - - repeatStartIndex = repeatIndex - end - - -- Direct all child node outcomes to this node. If break on fail, then leave fail outcomes as they are (fail outcome for breaking) - local breakOnFail = node.params.breakonfail - - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == true then - node.onsuccess = repeatStartIndex - elseif node.onsuccess == false and not breakOnFail then - node.onsuccess = repeatStartIndex - end - - if node.onfail == false and not breakOnFail then - node.onfail = repeatStartIndex - elseif node.onfail == true then - node.onfail = repeatStartIndex - end - end - - elseif node.type == "while" then - assert(#node.params.nodes == 2, "Can't process tree; while composite without 2 children") - - local conditionNode = node.params.nodes[1] - local actionNode = node.params.nodes[2] - - local repeatStartIndex = #nodes + 1 - - -- It's not necessary to have a repeat node if it repeats indefinitely - local repeatCount = node.params.count and node.params.count > 0 and node.params.count or nil - - if repeatCount and repeatCount > 0 then - -- repeat-start resets repeatCount of the following repeat - local startNode, startIndex = addNode("repeat-start") - - local repeatNode, repeatIndex = addNode("repeat") - repeatNode.repeatGoal = repeatCount - repeatNode.repeatCount = 0 - repeatNode.onsuccess = false - repeatNode.onfail = false - - repeatStartIndex = repeatIndex - end - - -- - - local conditionStartIndex = #nodes + 1 - ProcessNode(conditionNode, nodes) - - local actionStartIndex = #nodes + 1 - ProcessNode(actionNode, nodes) - - for index = conditionStartIndex, actionStartIndex - 1 do - local node = nodes[index] - - if node.onsuccess == true then - node.onsuccess = actionStartIndex - end - - if node.onfail == true then - node.onfail = actionStartIndex - end - end - - for index = actionStartIndex, #nodes do - local node = nodes[index] - - if node.onsuccess == false then - node.onsuccess = repeatStartIndex - end - - if node.onfail == false then - node.onfail = repeatStartIndex - end - end - - - ----------------------------------- - --------- COMPOSITE NODES --------- - - - elseif node.type == "sequence" then - assert(#node.params.nodes >= 1, "Can't process tree; sequence composite node has no children") - - -- All successful child node outcomes will return the next node, or success if it is the last node - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == true then - node.onsuccess = not isFinal and nextNode or true - end - if node.onfail == true then - node.onfail = not isFinal and nextNode or true - end - end - - - elseif node.type == "selector" then - assert(#node.params.nodes >= 1, "Can't process tree; selector composite node has no children") - - -- All fail child node outcome will return the next node, or fail if it is the last node - for node, nextNode, isFinal in iterateNodes() do - if node.onsuccess == false then - node.onsuccess = not isFinal and nextNode or false - end - if node.onfail == false then - node.onfail = not isFinal and nextNode or false - end - end - - - elseif node.type == "random" then - assert(#node.params.nodes >= 1, "Can't process tree; random composite node has no children") - - local randomNode = addNode("random") - randomNode.indices = {} - for _,childNode in pairs(node.params.nodes) do - if childNode.weight then - local base = #randomNode.indices - local index = #nodes + 1 - for i = 1, childNode.weight do - randomNode.indices[base + i] = index - end - else - randomNode.indices[#randomNode.indices + 1] = #nodes + 1 - end - ProcessNode(childNode, nodes) - end - - - ----------------------------- - --------- ROOT NODE --------- - - elseif node.type == "root" then - assert(#nodes == 0, "Can't process tree; root node found at nonroot location") - - ProcessNode(node.tree, nodes) - - for i = 1, #nodes do - local node = nodes[i] - -- Set success outcomes next index to #nodes + 1 to indicate success - -- Set fail outcomes next index to #nodes + 2 to indicate failure - if node.onsuccess == true then - node.onsuccess = #nodes + 1 - elseif node.onsuccess == false then - node.onsuccess = #nodes + 2 - end - if node.onfail == true then - node.onfail = #nodes + 1 - elseif node.onfail == false then - node.onfail = #nodes + 2 - end - end - - - else - error("ProcessNode: bad node.type " .. tostring(node.type)) - end -end - - -local TreeProto = {} - - --------- TREE ABORT -------- - --- Calls finish() on the running task of the tree, and sets the tree index back to 1 --- Should be used if you want to cancel out of a tree to swap to another(for instance in the case of a state change) - -function TreeProto:abort(obj,...) - assert(typeof(obj) == "table","The first argument of a behavior tree's abort method must be a table!") - local nodes = self.nodes - local data = self.DataLookup[obj] - - if not data then - return - end - - local index = data.index - - local node = nodes[index] - if node.type == "task" then - if node.finish then - node.finish(obj,FAIL,...) - end - end - data.index = 1 -end - - --------- TREE RUNNER -------- - --- Traverses across the processed node tree produced by ProcessNode - --- For each node, calculates success, fail, or running --- If running, pause the runner and immediately break out of the runner, returning a running state. --- If success or fail, gets the next node we should move to using node.onsuccess or node.onfail - --- When the final node is processed, its onsuccess/onfail index will point outside of the scope of nodes, causing the loop to break --- onsuccess final nodes will point to #nodes + 1, which indicates a tree outcome of success --- onfail final nodes will point to #nodes + 2, which indicates a tree outcome of fail - - -function TreeProto:run(obj,...) - assert(typeof(obj) == "table","The first argument of a behavior tree's run method must be a table!") - - - -- Editor debugging - local DebugEntityNode - if IsStudio and self.folder then - local treeName = self.folder.Name - local objName = tostring(obj) - local entities = RunningTreesFolder:FindFirstChild(treeName) - if not entities then - entities = Instance.new("Folder") - entities.Name = treeName - entities.Parent = RunningTreesFolder - end - local entity = entities:FindFirstChild(objName) - if not entity then - entity = Instance.new("Folder") - entity.Name = objName - - local nodefolder = Instance.new("ObjectValue",entity) - nodefolder.Name = "Node" - - local treefolder = Instance.new("ObjectValue",entity) - treefolder.Name = "TreeFolder" - treefolder.Value = self.folder - - local displayName = obj.name or obj.Name - if displayName and typeof(displayName) ~= "string" then - displayName = nil - end - if not displayName then - for i,v in pairs(obj) do - if typeof(v) == "Instance" then - displayName = v.Name - end - end - end - if displayName then - local name = Instance.new("StringValue",entity) - name.Name = "Name" - name.Value = displayName - end - entity.Parent = entities - end - DebugEntityNode = entity.Node - end - -- - - - local nodes = self.nodes - - --[[ Get data for this object or create new ]] - local data = self.DataLookup[obj] - if not data then - data = {index = 1} - self.DataLookup[obj] = data - end - -- - - if data.running then - -- warn(debug.traceback("Tried to run BehaviorTree while it was already running")) - return - end - - -- Get entity blackboard - local blackboard = obj.Blackboard - if not blackboard then - blackboard = {} - obj.Blackboard = blackboard - end - - if not obj.SharedBlackboards then - obj.SharedBlackboards = BehaviorTree.SharedBlackboards - end - -- - - local nodeCount = #nodes - - local didResume = data.paused - data.paused = false - data.running = true - - -- Loop over all nodes until complete or a task node returns RUNNING - while data.index <= nodeCount do - local node = nodes[data.index] - - -- Debug - if IsStudio then - DebugEntityNode.Value = node.nodefolder - end - -- - - ------------------------------ - --------- LEAF NODES --------- - - if node.type == "task" then - if didResume then - didResume = false - elseif node.start then - node.start(obj,...) - end - - local status = node.run(obj,...) - if status == nil then - warn("node.run did not call success, running or fail, acting as fail") - status = FAIL - end - - if status == RUNNING then - data.paused = true - break - elseif status == SUCCESS then - if node.finish then - node.finish(obj,status, ...) - end - data.index = node.onsuccess - elseif status == FAIL then - if node.finish then - node.finish(obj,status, ...) - end - data.index = node.onfail - else - error("bad node.status") - end - - elseif node.type == "blackboard" then - local result = false - local board - - if node.board == "Entity" then - board = blackboard - else - local shared_board = BehaviorTree.SharedBlackboards[node.board] - if not shared_board then - warn(string.format("Shared Blackboard %s is not registered, acting as fail"), node.board) - end - board = shared_board - end - - if board then - local val = board[node.key] - local str = tostring(val) - if node.comparestring then - result = str and str == node.returntype - else - if node.returntype == BLACKBOARD_QUERY_TYPE_TRUE then - result = val == true - elseif node.returntype == BLACKBOARD_QUERY_TYPE_FALSE then - result = val == false - elseif node.returntype == BLACKBOARD_QUERY_TYPE_NIL then - result = val == nil - elseif node.returntype == BLACKBOARD_QUERY_TYPE_NOTNIL then - result = val ~= nil - end - end - end - - data.index = result == true and node.onsuccess or node.onfail - - elseif node.type == "tree" then - local treeResult = node.tree:run(obj,...) - - if treeResult == RUNNING then - data.paused = true - break - elseif treeResult == SUCCESS then - data.index = node.onsuccess - elseif treeResult == FAIL then - data.index = node.onfail - else - error("bad tree result") - end - - - ----------------------------------- - --------- COMPOSITE NODES --------- - - elseif node.type == "random" then - data.index = node.indices[math.random(1, #node.indices)] - - - ----------------------------------- - --------- DECORATOR NODES --------- - - elseif node.type == "repeat-start" then - data.index = data.index + 1 - - local repeatNode = nodes[data.index] - repeatNode.repeatCount = 0 - - - elseif node.type == "repeat" then - node.repeatCount = node.repeatCount + 1 - - if node.repeatCount > node.repeatGoal then - data.index = node.onsuccess - else - data.index = data.index + 1 - end - - - elseif node.type == "succeed" then -- Hanging succeed node (technically a leaf) - data.index = node.onsuccess - elseif node.type == "fail" then -- Hanging fail node (technically a leaf) - data.index = node.onfail - else - error("bad node.type") - end - end - - - -- Get tree outcome from the break index outcome - -- +1 indicates success; +2 indicates fail - -- If index is <= node count, then tree must be running - local treeOutcome - if data.index == nodeCount + 1 then - treeOutcome = SUCCESS - elseif data.index == nodeCount + 2 then - treeOutcome = FAIL - else - treeOutcome = RUNNING - end - - data.index = data.index <= nodeCount and data.index or 1 - data.running = false - - return treeOutcome -end - -TreeProto.Run = TreeProto.run -TreeProto.Abort = TreeProto.abort - -------- TREE CONSTRUCTOR ------- - -function BehaviorTree:new(params) - local tree = params.tree - local nodes = {} - local DataLookup = {} - - ProcessNode({type = "root", tree = tree, params = {}}, nodes) - - return setmetatable({ - nodes = nodes, - DataLookup = DataLookup, - folder = params.treeFolder, - }, { __index = TreeProto }) -end - - - -------- NODE CONSTRUCTORS ------- - --- Composites -BehaviorTree.Sequence = function(params) return {type = "sequence", params = params} end -BehaviorTree.Selector = function(params) return {type = "selector", params = params} end -BehaviorTree.Random = function(params) return {type = "random", params = params} end -BehaviorTree.While = function(params) return {type = "while", params = params} end - --- Decorators -BehaviorTree.Succeed = function(params) return {type = "always_succeed", params = params} end -BehaviorTree.Fail = function(params) return {type = "always_fail", params = params} end -BehaviorTree.Invert = function(params) return {type = "invert", params = params} end -BehaviorTree.Repeat = function(params) return {type = "repeat", params = params} end - - --- Leafs -BehaviorTree.Task = function(params) return {type = "task", params = params} end -BehaviorTree["External Task"] = function(params) return {type = "task", params = params} end -BehaviorTree.Tree = function(params) return {type = "tree", params = params} end -BehaviorTree["Blackboard Query"] = function(params) return {type = "blackboard", params = params} end - - -return BehaviorTree diff --git a/LICENSE b/LICENSE deleted file mode 100644 index f288702..0000000 --- a/LICENSE +++ /dev/null @@ -1,674 +0,0 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. By contrast, -the GNU General Public License is intended to guarantee your freedom to -share and change all versions of a program--to make sure it remains free -software for all its users. We, the Free Software Foundation, use the -GNU General Public License for most of our software; it applies also to -any other work released this way by its authors. You can apply it to -your programs, too. - - When we speak of free software, we are referring to freedom, not -price. Our General Public Licenses are designed to make sure that you -have the freedom to distribute copies of free software (and charge for -them if you wish), that you receive source code or can get it if you -want it, that you can change the software or use pieces of it in new -free programs, and that you know you can do these things. - - To protect your rights, we need to prevent others from denying you -these rights or asking you to surrender the rights. Therefore, you have -certain responsibilities if you distribute copies of the software, or if -you modify it: responsibilities to respect the freedom of others. - - For example, if you distribute copies of such a program, whether -gratis or for a fee, you must pass on to the recipients the same -freedoms that you received. You must make sure that they, too, receive -or can get the source code. And you must show them these terms so they -know their rights. - - Developers that use the GNU GPL protect your rights with two steps: -(1) assert copyright on the software, and (2) offer you this License -giving you legal permission to copy, distribute and/or modify it. - - For the developers' and authors' protection, the GPL clearly explains -that there is no warranty for this free software. For both users' and -authors' sake, the GPL requires that modified versions be marked as -changed, so that their problems will not be attributed erroneously to -authors of previous versions. - - Some devices are designed to deny users access to install or run -modified versions of the software inside them, although the manufacturer -can do so. This is fundamentally incompatible with the aim of -protecting users' freedom to change the software. The systematic -pattern of such abuse occurs in the area of products for individuals to -use, which is precisely where it is most unacceptable. Therefore, we -have designed this version of the GPL to prohibit the practice for those -products. If such problems arise substantially in other domains, we -stand ready to extend this provision to those domains in future versions -of the GPL, as needed to protect the freedom of users. - - Finally, every program is threatened constantly by software patents. -States should not allow patents to restrict development and use of -software on general-purpose computers, but in those that do, we wish to -avoid the special danger that patents applied to a free program could -make it effectively proprietary. To prevent this, the GPL assures that -patents cannot be used to render the program non-free. - - The precise terms and conditions for copying, distribution and -modification follow. - - TERMS AND CONDITIONS - - 0. Definitions. - - "This License" refers to version 3 of the GNU General Public License. - - "Copyright" also means copyright-like laws that apply to other kinds of -works, such as semiconductor masks. - - "The Program" refers to any copyrightable work licensed under this -License. Each licensee is addressed as "you". "Licensees" and -"recipients" may be individuals or organizations. - - To "modify" a work means to copy from or adapt all or part of the work -in a fashion requiring copyright permission, other than the making of an -exact copy. The resulting work is called a "modified version" of the -earlier work or a work "based on" the earlier work. - - A "covered work" means either the unmodified Program or a work based -on the Program. - - To "propagate" a work means to do anything with it that, without -permission, would make you directly or secondarily liable for -infringement under applicable copyright law, except executing it on a -computer or modifying a private copy. Propagation includes copying, -distribution (with or without modification), making available to the -public, and in some countries other activities as well. - - To "convey" a work means any kind of propagation that enables other -parties to make or receive copies. Mere interaction with a user through -a computer network, with no transfer of a copy, is not conveying. - - An interactive user interface displays "Appropriate Legal Notices" -to the extent that it includes a convenient and prominently visible -feature that (1) displays an appropriate copyright notice, and (2) -tells the user that there is no warranty for the work (except to the -extent that warranties are provided), that licensees may convey the -work under this License, and how to view a copy of this License. If -the interface presents a list of user commands or options, such as a -menu, a prominent item in the list meets this criterion. - - 1. Source Code. - - The "source code" for a work means the preferred form of the work -for making modifications to it. "Object code" means any non-source -form of a work. - - A "Standard Interface" means an interface that either is an official -standard defined by a recognized standards body, or, in the case of -interfaces specified for a particular programming language, one that -is widely used among developers working in that language. - - The "System Libraries" of an executable work include anything, other -than the work as a whole, that (a) is included in the normal form of -packaging a Major Component, but which is not part of that Major -Component, and (b) serves only to enable use of the work with that -Major Component, or to implement a Standard Interface for which an -implementation is available to the public in source code form. A -"Major Component", in this context, means a major essential component -(kernel, window system, and so on) of the specific operating system -(if any) on which the executable work runs, or a compiler used to -produce the work, or an object code interpreter used to run it. - - The "Corresponding Source" for a work in object code form means all -the source code needed to generate, install, and (for an executable -work) run the object code and to modify the work, including scripts to -control those activities. However, it does not include the work's -System Libraries, or general-purpose tools or generally available free -programs which are used unmodified in performing those activities but -which are not part of the work. For example, Corresponding Source -includes interface definition files associated with source files for -the work, and the source code for shared libraries and dynamically -linked subprograms that the work is specifically designed to require, -such as by intimate data communication or control flow between those -subprograms and other parts of the work. - - The Corresponding Source need not include anything that users -can regenerate automatically from other parts of the Corresponding -Source. - - The Corresponding Source for a work in source code form is that -same work. - - 2. Basic Permissions. - - All rights granted under this License are granted for the term of -copyright on the Program, and are irrevocable provided the stated -conditions are met. This License explicitly affirms your unlimited -permission to run the unmodified Program. The output from running a -covered work is covered by this License only if the output, given its -content, constitutes a covered work. This License acknowledges your -rights of fair use or other equivalent, as provided by copyright law. - - You may make, run and propagate covered works that you do not -convey, without conditions so long as your license otherwise remains -in force. You may convey covered works to others for the sole purpose -of having them make modifications exclusively for you, or provide you -with facilities for running those works, provided that you comply with -the terms of this License in conveying all material for which you do -not control copyright. Those thus making or running the covered works -for you must do so exclusively on your behalf, under your direction -and control, on terms that prohibit them from making any copies of -your copyrighted material outside their relationship with you. - - Conveying under any other circumstances is permitted solely under -the conditions stated below. Sublicensing is not allowed; section 10 -makes it unnecessary. - - 3. Protecting Users' Legal Rights From Anti-Circumvention Law. - - No covered work shall be deemed part of an effective technological -measure under any applicable law fulfilling obligations under article -11 of the WIPO copyright treaty adopted on 20 December 1996, or -similar laws prohibiting or restricting circumvention of such -measures. - - When you convey a covered work, you waive any legal power to forbid -circumvention of technological measures to the extent such circumvention -is effected by exercising rights under this License with respect to -the covered work, and you disclaim any intention to limit operation or -modification of the work as a means of enforcing, against the work's -users, your or third parties' legal rights to forbid circumvention of -technological measures. - - 4. Conveying Verbatim Copies. - - You may convey verbatim copies of the Program's source code as you -receive it, in any medium, provided that you conspicuously and -appropriately publish on each copy an appropriate copyright notice; -keep intact all notices stating that this License and any -non-permissive terms added in accord with section 7 apply to the code; -keep intact all notices of the absence of any warranty; and give all -recipients a copy of this License along with the Program. - - You may charge any price or no price for each copy that you convey, -and you may offer support or warranty protection for a fee. - - 5. Conveying Modified Source Versions. - - You may convey a work based on the Program, or the modifications to -produce it from the Program, in the form of source code under the -terms of section 4, provided that you also meet all of these conditions: - - a) The work must carry prominent notices stating that you modified - it, and giving a relevant date. - - b) The work must carry prominent notices stating that it is - released under this License and any conditions added under section - 7. This requirement modifies the requirement in section 4 to - "keep intact all notices". - - c) You must license the entire work, as a whole, under this - License to anyone who comes into possession of a copy. This - License will therefore apply, along with any applicable section 7 - additional terms, to the whole of the work, and all its parts, - regardless of how they are packaged. This License gives no - permission to license the work in any other way, but it does not - invalidate such permission if you have separately received it. - - d) If the work has interactive user interfaces, each must display - Appropriate Legal Notices; however, if the Program has interactive - interfaces that do not display Appropriate Legal Notices, your - work need not make them do so. - - A compilation of a covered work with other separate and independent -works, which are not by their nature extensions of the covered work, -and which are not combined with it such as to form a larger program, -in or on a volume of a storage or distribution medium, is called an -"aggregate" if the compilation and its resulting copyright are not -used to limit the access or legal rights of the compilation's users -beyond what the individual works permit. Inclusion of a covered work -in an aggregate does not cause this License to apply to the other -parts of the aggregate. - - 6. Conveying Non-Source Forms. - - You may convey a covered work in object code form under the terms -of sections 4 and 5, provided that you also convey the -machine-readable Corresponding Source under the terms of this License, -in one of these ways: - - a) Convey the object code in, or embodied in, a physical product - (including a physical distribution medium), accompanied by the - Corresponding Source fixed on a durable physical medium - customarily used for software interchange. - - b) Convey the object code in, or embodied in, a physical product - (including a physical distribution medium), accompanied by a - written offer, valid for at least three years and valid for as - long as you offer spare parts or customer support for that product - model, to give anyone who possesses the object code either (1) a - copy of the Corresponding Source for all the software in the - product that is covered by this License, on a durable physical - medium customarily used for software interchange, for a price no - more than your reasonable cost of physically performing this - conveying of source, or (2) access to copy the - Corresponding Source from a network server at no charge. - - c) Convey individual copies of the object code with a copy of the - written offer to provide the Corresponding Source. This - alternative is allowed only occasionally and noncommercially, and - only if you received the object code with such an offer, in accord - with subsection 6b. - - d) Convey the object code by offering access from a designated - place (gratis or for a charge), and offer equivalent access to the - Corresponding Source in the same way through the same place at no - further charge. You need not require recipients to copy the - Corresponding Source along with the object code. If the place to - copy the object code is a network server, the Corresponding Source - may be on a different server (operated by you or a third party) - that supports equivalent copying facilities, provided you maintain - clear directions next to the object code saying where to find the - Corresponding Source. Regardless of what server hosts the - Corresponding Source, you remain obligated to ensure that it is - available for as long as needed to satisfy these requirements. - - e) Convey the object code using peer-to-peer transmission, provided - you inform other peers where the object code and Corresponding - Source of the work are being offered to the general public at no - charge under subsection 6d. - - A separable portion of the object code, whose source code is excluded -from the Corresponding Source as a System Library, need not be -included in conveying the object code work. - - A "User Product" is either (1) a "consumer product", which means any -tangible personal property which is normally used for personal, family, -or household purposes, or (2) anything designed or sold for incorporation -into a dwelling. In determining whether a product is a consumer product, -doubtful cases shall be resolved in favor of coverage. For a particular -product received by a particular user, "normally used" refers to a -typical or common use of that class of product, regardless of the status -of the particular user or of the way in which the particular user -actually uses, or expects or is expected to use, the product. A product -is a consumer product regardless of whether the product has substantial -commercial, industrial or non-consumer uses, unless such uses represent -the only significant mode of use of the product. - - "Installation Information" for a User Product means any methods, -procedures, authorization keys, or other information required to install -and execute modified versions of a covered work in that User Product from -a modified version of its Corresponding Source. The information must -suffice to ensure that the continued functioning of the modified object -code is in no case prevented or interfered with solely because -modification has been made. - - If you convey an object code work under this section in, or with, or -specifically for use in, a User Product, and the conveying occurs as -part of a transaction in which the right of possession and use of the -User Product is transferred to the recipient in perpetuity or for a -fixed term (regardless of how the transaction is characterized), the -Corresponding Source conveyed under this section must be accompanied -by the Installation Information. But this requirement does not apply -if neither you nor any third party retains the ability to install -modified object code on the User Product (for example, the work has -been installed in ROM). - - The requirement to provide Installation Information does not include a -requirement to continue to provide support service, warranty, or updates -for a work that has been modified or installed by the recipient, or for -the User Product in which it has been modified or installed. Access to a -network may be denied when the modification itself materially and -adversely affects the operation of the network or violates the rules and -protocols for communication across the network. - - Corresponding Source conveyed, and Installation Information provided, -in accord with this section must be in a format that is publicly -documented (and with an implementation available to the public in -source code form), and must require no special password or key for -unpacking, reading or copying. - - 7. Additional Terms. - - "Additional permissions" are terms that supplement the terms of this -License by making exceptions from one or more of its conditions. -Additional permissions that are applicable to the entire Program shall -be treated as though they were included in this License, to the extent -that they are valid under applicable law. If additional permissions -apply only to part of the Program, that part may be used separately -under those permissions, but the entire Program remains governed by -this License without regard to the additional permissions. - - When you convey a copy of a covered work, you may at your option -remove any additional permissions from that copy, or from any part of -it. (Additional permissions may be written to require their own -removal in certain cases when you modify the work.) You may place -additional permissions on material, added by you to a covered work, -for which you have or can give appropriate copyright permission. - - Notwithstanding any other provision of this License, for material you -add to a covered work, you may (if authorized by the copyright holders of -that material) supplement the terms of this License with terms: - - a) Disclaiming warranty or limiting liability differently from the - terms of sections 15 and 16 of this License; or - - b) Requiring preservation of specified reasonable legal notices or - author attributions in that material or in the Appropriate Legal - Notices displayed by works containing it; or - - c) Prohibiting misrepresentation of the origin of that material, or - requiring that modified versions of such material be marked in - reasonable ways as different from the original version; or - - d) Limiting the use for publicity purposes of names of licensors or - authors of the material; or - - e) Declining to grant rights under trademark law for use of some - trade names, trademarks, or service marks; or - - f) Requiring indemnification of licensors and authors of that - material by anyone who conveys the material (or modified versions of - it) with contractual assumptions of liability to the recipient, for - any liability that these contractual assumptions directly impose on - those licensors and authors. - - All other non-permissive additional terms are considered "further -restrictions" within the meaning of section 10. If the Program as you -received it, or any part of it, contains a notice stating that it is -governed by this License along with a term that is a further -restriction, you may remove that term. If a license document contains -a further restriction but permits relicensing or conveying under this -License, you may add to a covered work material governed by the terms -of that license document, provided that the further restriction does -not survive such relicensing or conveying. - - If you add terms to a covered work in accord with this section, you -must place, in the relevant source files, a statement of the -additional terms that apply to those files, or a notice indicating -where to find the applicable terms. - - Additional terms, permissive or non-permissive, may be stated in the -form of a separately written license, or stated as exceptions; -the above requirements apply either way. - - 8. Termination. - - You may not propagate or modify a covered work except as expressly -provided under this License. Any attempt otherwise to propagate or -modify it is void, and will automatically terminate your rights under -this License (including any patent licenses granted under the third -paragraph of section 11). - - However, if you cease all violation of this License, then your -license from a particular copyright holder is reinstated (a) -provisionally, unless and until the copyright holder explicitly and -finally terminates your license, and (b) permanently, if the copyright -holder fails to notify you of the violation by some reasonable means -prior to 60 days after the cessation. - - Moreover, your license from a particular copyright holder is -reinstated permanently if the copyright holder notifies you of the -violation by some reasonable means, this is the first time you have -received notice of violation of this License (for any work) from that -copyright holder, and you cure the violation prior to 30 days after -your receipt of the notice. - - Termination of your rights under this section does not terminate the -licenses of parties who have received copies or rights from you under -this License. If your rights have been terminated and not permanently -reinstated, you do not qualify to receive new licenses for the same -material under section 10. - - 9. Acceptance Not Required for Having Copies. - - You are not required to accept this License in order to receive or -run a copy of the Program. Ancillary propagation of a covered work -occurring solely as a consequence of using peer-to-peer transmission -to receive a copy likewise does not require acceptance. However, -nothing other than this License grants you permission to propagate or -modify any covered work. These actions infringe copyright if you do -not accept this License. Therefore, by modifying or propagating a -covered work, you indicate your acceptance of this License to do so. - - 10. Automatic Licensing of Downstream Recipients. - - Each time you convey a covered work, the recipient automatically -receives a license from the original licensors, to run, modify and -propagate that work, subject to this License. You are not responsible -for enforcing compliance by third parties with this License. - - An "entity transaction" is a transaction transferring control of an -organization, or substantially all assets of one, or subdividing an -organization, or merging organizations. If propagation of a covered -work results from an entity transaction, each party to that -transaction who receives a copy of the work also receives whatever -licenses to the work the party's predecessor in interest had or could -give under the previous paragraph, plus a right to possession of the -Corresponding Source of the work from the predecessor in interest, if -the predecessor has it or can get it with reasonable efforts. - - You may not impose any further restrictions on the exercise of the -rights granted or affirmed under this License. For example, you may -not impose a license fee, royalty, or other charge for exercise of -rights granted under this License, and you may not initiate litigation -(including a cross-claim or counterclaim in a lawsuit) alleging that -any patent claim is infringed by making, using, selling, offering for -sale, or importing the Program or any portion of it. - - 11. Patents. - - A "contributor" is a copyright holder who authorizes use under this -License of the Program or a work on which the Program is based. The -work thus licensed is called the contributor's "contributor version". - - A contributor's "essential patent claims" are all patent claims -owned or controlled by the contributor, whether already acquired or -hereafter acquired, that would be infringed by some manner, permitted -by this License, of making, using, or selling its contributor version, -but do not include claims that would be infringed only as a -consequence of further modification of the contributor version. For -purposes of this definition, "control" includes the right to grant -patent sublicenses in a manner consistent with the requirements of -this License. - - Each contributor grants you a non-exclusive, worldwide, royalty-free -patent license under the contributor's essential patent claims, to -make, use, sell, offer for sale, import and otherwise run, modify and -propagate the contents of its contributor version. - - In the following three paragraphs, a "patent license" is any express -agreement or commitment, however denominated, not to enforce a patent -(such as an express permission to practice a patent or covenant not to -sue for patent infringement). To "grant" such a patent license to a -party means to make such an agreement or commitment not to enforce a -patent against the party. - - If you convey a covered work, knowingly relying on a patent license, -and the Corresponding Source of the work is not available for anyone -to copy, free of charge and under the terms of this License, through a -publicly available network server or other readily accessible means, -then you must either (1) cause the Corresponding Source to be so -available, or (2) arrange to deprive yourself of the benefit of the -patent license for this particular work, or (3) arrange, in a manner -consistent with the requirements of this License, to extend the patent -license to downstream recipients. "Knowingly relying" means you have -actual knowledge that, but for the patent license, your conveying the -covered work in a country, or your recipient's use of the covered work -in a country, would infringe one or more identifiable patents in that -country that you have reason to believe are valid. - - If, pursuant to or in connection with a single transaction or -arrangement, you convey, or propagate by procuring conveyance of, a -covered work, and grant a patent license to some of the parties -receiving the covered work authorizing them to use, propagate, modify -or convey a specific copy of the covered work, then the patent license -you grant is automatically extended to all recipients of the covered -work and works based on it. - - A patent license is "discriminatory" if it does not include within -the scope of its coverage, prohibits the exercise of, or is -conditioned on the non-exercise of one or more of the rights that are -specifically granted under this License. You may not convey a covered -work if you are a party to an arrangement with a third party that is -in the business of distributing software, under which you make payment -to the third party based on the extent of your activity of conveying -the work, and under which the third party grants, to any of the -parties who would receive the covered work from you, a discriminatory -patent license (a) in connection with copies of the covered work -conveyed by you (or copies made from those copies), or (b) primarily -for and in connection with specific products or compilations that -contain the covered work, unless you entered into that arrangement, -or that patent license was granted, prior to 28 March 2007. - - Nothing in this License shall be construed as excluding or limiting -any implied license or other defenses to infringement that may -otherwise be available to you under applicable patent law. - - 12. No Surrender of Others' Freedom. - - If conditions are imposed on you (whether by court order, agreement or -otherwise) that contradict the conditions of this License, they do not -excuse you from the conditions of this License. If you cannot convey a -covered work so as to satisfy simultaneously your obligations under this -License and any other pertinent obligations, then as a consequence you may -not convey it at all. For example, if you agree to terms that obligate you -to collect a royalty for further conveying from those to whom you convey -the Program, the only way you could satisfy both those terms and this -License would be to refrain entirely from conveying the Program. - - 13. Use with the GNU Affero General Public License. - - Notwithstanding any other provision of this License, you have -permission to link or combine any covered work with a work licensed -under version 3 of the GNU Affero General Public License into a single -combined work, and to convey the resulting work. The terms of this -License will continue to apply to the part which is the covered work, -but the special requirements of the GNU Affero General Public License, -section 13, concerning interaction through a network will apply to the -combination as such. - - 14. Revised Versions of this License. - - The Free Software Foundation may publish revised and/or new versions of -the GNU General Public License from time to time. Such new versions will -be similar in spirit to the present version, but may differ in detail to -address new problems or concerns. - - Each version is given a distinguishing version number. If the -Program specifies that a certain numbered version of the GNU General -Public License "or any later version" applies to it, you have the -option of following the terms and conditions either of that numbered -version or of any later version published by the Free Software -Foundation. If the Program does not specify a version number of the -GNU General Public License, you may choose any version ever published -by the Free Software Foundation. - - If the Program specifies that a proxy can decide which future -versions of the GNU General Public License can be used, that proxy's -public statement of acceptance of a version permanently authorizes you -to choose that version for the Program. - - Later license versions may give you additional or different -permissions. However, no additional obligations are imposed on any -author or copyright holder as a result of your choosing to follow a -later version. - - 15. Disclaimer of Warranty. - - THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY -APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT -HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY -OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, -THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR -PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM -IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF -ALL NECESSARY SERVICING, REPAIR OR CORRECTION. - - 16. Limitation of Liability. - - IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING -WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS -THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY -GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE -USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF -DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD -PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), -EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF -SUCH DAMAGES. - - 17. Interpretation of Sections 15 and 16. - - If the disclaimer of warranty and limitation of liability provided -above cannot be given local legal effect according to their terms, -reviewing courts shall apply local law that most closely approximates -an absolute waiver of all civil liability in connection with the -Program, unless a warranty or assumption of liability accompanies a -copy of the Program in return for a fee. - - END OF TERMS AND CONDITIONS - - How to Apply These Terms to Your New Programs - - If you develop a new program, and you want it to be of the greatest -possible use to the public, the best way to achieve this is to make it -free software which everyone can redistribute and change under these terms. - - To do so, attach the following notices to the program. It is safest -to attach them to the start of each source file to most effectively -state the exclusion of warranty; and each file should have at least -the "copyright" line and a pointer to where the full notice is found. - - - Copyright (C) - - This program is free software: you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation, either version 3 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program. If not, see . - -Also add information on how to contact you by electronic and paper mail. - - If the program does terminal interaction, make it output a short -notice like this when it starts in an interactive mode: - - Copyright (C) - This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. - This is free software, and you are welcome to redistribute it - under certain conditions; type `show c' for details. - -The hypothetical commands `show w' and `show c' should show the appropriate -parts of the General Public License. Of course, your program's commands -might be different; for a GUI interface, you would use an "about box". - - You should also get your employer (if you work as a programmer) or school, -if any, to sign a "copyright disclaimer" for the program, if necessary. -For more information on this, and how to apply and follow the GNU GPL, see -. - - The GNU General Public License does not permit incorporating your program -into proprietary programs. If your program is a subroutine library, you -may consider it more useful to permit linking proprietary applications with -the library. If this is what you want to do, use the GNU Lesser General -Public License instead of this License. But first, please read -. diff --git a/behavior-tree/BehaviorTree5.luau b/behavior-tree/BehaviorTree5.luau new file mode 100644 index 0000000..6d31936 --- /dev/null +++ b/behavior-tree/BehaviorTree5.luau @@ -0,0 +1,727 @@ +--[[ + Behavior Trees V5 — Reverse-Preorder Abort Lists (Simple & Explicit) + + Originally by iniich_n and tyridge77: https://devforum.roblox.com/t/behaviortree2-create-complex-behaviors-with-ease/451047 + Working off of Forked and improved version by defaultio + + What my fork adds: + * After flattening, we do a tiny pass that builds two sets per node: + node.on_success_abort = { [leafIndex]=true, ... } -- all leaves skipped if THIS node succeeds + node.on_fail_abort = { [leafIndex]=true, ... } -- all leaves skipped if THIS node fails + A "leaf" is a task or a child tree. + Skipped = the strict interval (i+1 .. jump-1) in the pre-order array. + + * At runtime, when a node returns SUCCESS/FAIL: + if prevRunningLeafIndex is in node.on_success_abort / node.on_fail_abort → finish-only cancel it. + + * IMPORTANT: Execution from the tree starts from the root every time you have a call to :run() + This differs from previous implemention + + Notes: + * Decorators (Invert/Succeed/Fail) already rewired jumps during build, so this automatically + respects their behavior. No special-casing needed. + * We never reset indices on abort; we only call finish on the currently running leaf. + + Future: + * Going to add more types of nodes: + - Parralel composite nodes + - Priority composite nodes + - Expect composite (like parallel, but waits for all children to succeed before succeeding itself) + - Timeout nodes + - Revert nodes (revert to previous state) + - More decorators for ease of use + + Status enums: + SUCCESS = 1, FAIL = 2, RUNNING = 3, ABORT = 4 +]] + +local RunService = game:GetService("RunService") +local CollectionService = game:GetService("CollectionService") +local IsStudio = RunService:IsRunning() and RunService:IsStudio() + +local BehaviorTree = {} +local SUCCESS, FAIL, RUNNING, ABORT = 1, 2, 3, 4 + +-- Debug support for studio plugin (optional) +local RunningTreesFolder +if IsStudio then + local cam = Instance.new("Camera", script) + cam.Name = "NonReplicated" + RunningTreesFolder = Instance.new("Folder", cam) + RunningTreesFolder.Name = "RunningTrees(debug)" + CollectionService:AddTag(RunningTreesFolder, "_btRunningTrees") +end + +-------- Blackboards -------- + +BehaviorTree.SharedBlackboards = {} -- name -> table + +local BLACKBOARD_QUERY_TYPE_TRUE, BLACKBOARD_QUERY_TYPE_FALSE, BLACKBOARD_QUERY_TYPE_NIL, BLACKBOARD_QUERY_TYPE_NOTNIL = + 1, 2, 3, 4 + +-------- Build helpers -------- + +local function addNode(nodes, nodeType) + local n = { type = nodeType } + -- preemption sets (built later) + n.on_success_abort = nil + n.on_fail_abort = nil + nodes[#nodes + 1] = n + return n, #nodes +end + +local function ProcessNode(node, nodes) + ------------------------------ + ----------- LEAVES ----------- + if node.type == "task" then + assert(node.params.run, "Task leaf node has no run func") + local t = addNode(nodes, "task") + t.start = node.params.start + t.run = node.params.run + t.finish = node.params.finish + t.onsuccess = true + t.onfail = false + t.nodefolder = node.params.nodefolder + return + elseif node.type == "blackboard" then + local b = addNode(nodes, "blackboard") + b.onsuccess = true + b.onfail = false + b.key = node.params.key + b.board = node.params.board + local v = node.params.value:lower() + local comparestring = false + if v == "true" then + b.returntype = BLACKBOARD_QUERY_TYPE_TRUE + elseif v == "false" then + b.returntype = BLACKBOARD_QUERY_TYPE_FALSE + elseif v == "unset" or v == "nil" then + b.returntype = BLACKBOARD_QUERY_TYPE_NIL + elseif v == "set" then + b.returntype = BLACKBOARD_QUERY_TYPE_NOTNIL + else + comparestring = true + b.returntype = node.params.value + end + b.comparestring = comparestring + return + elseif node.type == "tree" then + assert(node.params.tree, "Tree leaf node has no linked tree object") + local tr = addNode(nodes, "tree") + tr.tree = node.params.tree + tr.onsuccess = true + tr.onfail = false + tr.nodefolder = node.params.nodefolder + return + end + + ----------------------------------- + ----------- DECORATORS ------------ + if node.type == "always_succeed" then + assert(#node.params.nodes <= 1, "succeed decorator with multiple children") + if node.params.nodes[1] then + local before = #nodes + 1 + ProcessNode(node.params.nodes[1], nodes) + for i = before, #nodes do + local n = nodes[i] + if n.onsuccess == false then + n.onsuccess = true + end + if n.onfail == false then + n.onfail = true + end + end + else + local s = addNode(nodes, "succeed") + s.onsuccess = true + end + return + elseif node.type == "always_fail" then + assert(#node.params.nodes <= 1, "fail decorator with multiple children") + if node.params.nodes[1] then + local before = #nodes + 1 + ProcessNode(node.params.nodes[1], nodes) + for i = before, #nodes do + local n = nodes[i] + if n.onsuccess == true then + n.onsuccess = false + end + if n.onfail == true then + n.onfail = false + end + end + else + local f = addNode(nodes, "fail") + f.onfail = false + end + return + elseif node.type == "invert" then + assert(#node.params.nodes == 1, "invert decorator needs exactly 1 child") + local before = #nodes + 1 + ProcessNode(node.params.nodes[1], nodes) + for i = before, #nodes do + local n = nodes[i] + if n.onsuccess == true then + n.onsuccess = false + elseif n.onsuccess == false then + n.onsuccess = true + end + if n.onfail == false then + n.onfail = true + elseif n.onfail == true then + n.onfail = false + end + end + return + elseif node.type == "repeat" then + assert(#node.params.nodes == 1, "repeat decorator needs exactly 1 child") + local repeatStartIndex = #nodes + 1 + local repeatCount = node.params.count and node.params.count > 0 and node.params.count or nil + + local rep = nil + if repeatCount and repeatCount > 0 then + rep = addNode(nodes, "repeat") + rep.repeatGoal = repeatCount + rep.repeatCount = 0 + rep.onsuccess = true + rep.onfail = false + + repeatStartIndex = #nodes + end + local childBefore = #nodes + 1 + ProcessNode(node.params.nodes[1], nodes) + + local repEnd = addNode(nodes, "repeat-end") + repEnd.repIndex = repeatStartIndex + repEnd.onsuccess = true + repEnd.onfail = false + + if rep then + rep.onsuccess = #nodes + rep.onfail = #nodes + end + + local breakOnFail = node.params.breakonfail + for i = childBefore, #nodes - 1 do + local n = nodes[i] + if (n.onsuccess == true) or (n.onsuccess == false and not breakOnFail) then + n.onsuccess = repeatStartIndex + else + n.onsuccess = #nodes + end + if (n.onfail == false and not breakOnFail) or (n.onfail == true) then + n.onfail = repeatStartIndex + else + n.onfail = #nodes + end + end + return + end + + ----------------------------------- + ------------ COMPOSITES ----------- + if node.type == "while" then + assert(#node.params.nodes == 2, "while needs 2 children") + local cond = node.params.nodes[1] + local act = node.params.nodes[2] + local repeatStartIndex = #nodes + 1 + local repeatCount = node.params.count and node.params.count > 0 and node.params.count or nil + + local rep = nil + if repeatCount and repeatCount > 0 then + local rep = addNode(nodes, "repeat") + rep.repeatGoal = repeatCount + rep.repeatCount = 0 + rep.onsuccess = false + rep.onfail = false + rep.startIndex = #nodes + + repeatStartIndex = #nodes + end + local condS = #nodes + 1 + ProcessNode(cond, nodes) + local actS = #nodes + 1 + ProcessNode(act, nodes) + + for i = condS, actS - 1 do + local n = nodes[i] + if n.onsuccess == true then + n.onsuccess = actS + end + if n.onfail == true then + n.onfail = actS + end + end + for i = actS, #nodes do + local n = nodes[i] + if n.onsuccess == false then + n.onsuccess = repeatStartIndex + end + if n.onfail == false then + n.onfail = repeatStartIndex + end + end + return + elseif node.type == "sequence" then + assert(#node.params.nodes >= 1, "sequence has no children") + local ranges = {} + for i, child in ipairs(node.params.nodes) do + local s = #nodes + 1 + ProcessNode(child, nodes) + local e = #nodes + ranges[i] = { s = s, e = e } + end + for i, r in ipairs(ranges) do + local nextStart = (i < #ranges) and ranges[i + 1].s or nil + for idx = r.s, r.e do + local n = nodes[idx] + if n.onsuccess == true then + n.onsuccess = nextStart or true + end + if n.onfail == true then + n.onfail = nextStart or true + end + end + end + return + elseif node.type == "selector" then + assert(#node.params.nodes >= 1, "selector has no children") + local ranges = {} + for i, child in ipairs(node.params.nodes) do + local s = #nodes + 1 + ProcessNode(child, nodes) + local e = #nodes + ranges[i] = { s = s, e = e } + end + for i, r in ipairs(ranges) do + local nextStart = (i < #ranges) and ranges[i + 1].s or nil + for idx = r.s, r.e do + local n = nodes[idx] + if n.onsuccess == false then + n.onsuccess = nextStart or false + end + if n.onfail == false then + n.onfail = nextStart or false + end + end + end + return + elseif node.type == "random" then + assert(#node.params.nodes >= 1, "random has no children") + local rnd = addNode(nodes, "random") + rnd.indices = {} + for _, child in ipairs(node.params.nodes) do + local index = #nodes + 1 + if child.weight then + local base = #rnd.indices + for i = 1, child.weight do + rnd.indices[base + i] = index + end + else + rnd.indices[#rnd.indices + 1] = index + end + ProcessNode(child, nodes) + end + return + end + + ----------------------------- + ------------- ROOT ---------- + if node.type == "root" then + assert(#nodes == 0, "root at nonroot location") + ProcessNode(node.tree, nodes) + -- convert booleans to terminal indices + for i = 1, #nodes do + local n = nodes[i] + if n.onsuccess == true then + n.onsuccess = #nodes + 1 + elseif n.onsuccess == false then + n.onsuccess = #nodes + 2 + end + if n.onfail == true then + n.onfail = #nodes + 1 + elseif n.onfail == false then + n.onfail = #nodes + 2 + end + end + return + end + + error("ProcessNode: bad node.type " .. tostring(node.type)) +end + +-------- Build abort lists (reverse-preorder intervals) -------- + +local function isLeaf(n) + return n.type == "task" or n.type == "tree" +end + +local function buildAbortLists(nodes) + local N = #nodes + for i = 1, N do + local ni = nodes[i] + + -- SUCCESS: nodes strictly between i and onsuccess are skipped + do + local jump = ni.onsuccess + -- Treat terminals as end of array (no interval beyond) + if jump == N + 1 or jump == N + 2 then + jump = N + 1 + end + if type(jump) == "number" and jump > i + 1 then + local set = nil + for j = i + 1, jump - 1 do + if isLeaf(nodes[j]) then + set = set or {} + set[j] = true + end + end + if set then + ni.on_success_abort = set + end + end + end + + -- FAIL: nodes strictly between i and onfail are skipped + do + local jump = ni.onfail + if jump == N + 1 or jump == N + 2 then + jump = N + 1 + end + if type(jump) == "number" and jump > i + 1 then + local set = nil + for j = i + 1, jump - 1 do + if isLeaf(nodes[j]) then + set = set or {} + set[j] = true + end + end + if set then + ni.on_fail_abort = set + end + end + end + end +end + +-------- Runtime proto -------- + +local TreeProto = {} + +-- finish-only cancel; do NOT reset indices/cursors +function TreeProto:_cancelRunning(obj, status, index, ...) + local data = self.DataLookup[obj] + if not data then + return + end + local idx = index or data.index + if not idx then + return + end + local node = self.nodes[idx] + if not node then + return + end + if node.type == "task" then + if node.finish then + node.finish(obj, status or FAIL, ...) + end + elseif node.type == "tree" then + node.tree:_cancelRunning(obj, status or ABORT, nil, ...) + end + + local onsuccess = self.nodes[node.onsuccess] + local onfail = self.nodes[node.onfail] + + if onsuccess and onsuccess.type and onsuccess.type == "repeat" then + onsuccess.repeatCount = 0 + end + + if onsuccess.type == "repeat-end" then + -- This is the case of node failure during a break on fail in repeat + self.nodes[onsuccess.repIndex].repeatCount = 0 + end + + if onfail and onfail.type and onfail.type == "repeat" then + onfail.repeatCount = 0 + end + + if onfail.type == "repeat-end" then + -- This is the case of node failure during a break on fail in repeat + self.nodes[onfail.repIndex].repeatCount = 0 + end +end + +function TreeProto:abort(obj, index, status, ...) + self:_cancelRunning(obj, status or ABORT, index, ...) +end + +local function set_contains(set, idx) + return set and set[idx] == true +end + +function TreeProto:run(obj, ...) + assert(typeof(obj) == "table", "The first argument of a behavior tree's run method must be a table!") + + -- Debug hookup + local DebugEntityNode + if IsStudio and self.folder then + local treeName = self.folder.Name + local objName = tostring(obj) + local entities = RunningTreesFolder:FindFirstChild(treeName) + if not entities then + entities = Instance.new("Folder") + entities.Name = treeName + entities.Parent = RunningTreesFolder + end + local entity = entities:FindFirstChild(objName) + if not entity then + entity = Instance.new("Folder") + entity.Name = objName + + local nodefolder = Instance.new("ObjectValue", entity) + nodefolder.Name = "Node" + local treefolder = Instance.new("ObjectValue", entity) + treefolder.Name = "TreeFolder" + treefolder.Value = self.folder + + local displayName = obj.name or obj.Name + if displayName and typeof(displayName) ~= "string" then + displayName = nil + end + if not displayName then + for _, v in pairs(obj) do + if typeof(v) == "Instance" then + displayName = v.Name + end + end + end + if displayName then + local name = Instance.new("StringValue", entity) + name.Name = "Name" + name.Value = displayName + end + entity.Parent = entities + end + DebugEntityNode = entity.Node + end + + local nodes = self.nodes + + -- Per-entity state + local data = self.DataLookup[obj] + if not data then + data = { index = 1, paused = false, running = false } + self.DataLookup[obj] = data + end + + -- Blackboards + local blackboard = obj.Blackboard + if not blackboard then + blackboard = {} + obj.Blackboard = blackboard + end + if not obj.SharedBlackboards then + obj.SharedBlackboards = BehaviorTree.SharedBlackboards + end + + local N = #nodes + local isResume = data.paused + data.paused = false + data.running = true + + local prevRunningIndex = isResume and data.index or nil + data.index = 1 + + local lastNodeIndex = data.index + while data.index <= N do + local currentNodeIndex = data.index + + local node = nodes[data.index] + if IsStudio then + DebugEntityNode.Value = node.nodefolder + end + + if node.type == "task" then + if not isResume and node.start then + node.start(obj, ...) + end + + local status = node.run(obj, ...) + if status == nil then + warn("node.run did not return a status; treating as FAIL") + status = FAIL + end + + if status == RUNNING then + data.paused = true + break + else + -- Reverse-preorder abort check using fixed sets + if prevRunningIndex then + if status == SUCCESS then + if set_contains(node.on_success_abort, prevRunningIndex) then + self:_cancelRunning(obj, FAIL, prevRunningIndex, "preempt") + end + else -- FAIL + if set_contains(node.on_fail_abort, prevRunningIndex) then + self:_cancelRunning(obj, FAIL, prevRunningIndex, "preempt") + end + end + + if prevRunningIndex == data.index and isResume then + isResume = false -- set it to false since we finished resuming now + end + end + + if node.finish then + node.finish(obj, status, ...) + end + data.index = (status == SUCCESS) and node.onsuccess or node.onfail + end + elseif node.type == "blackboard" then + local result = false + local board = (node.board == "Entity") and blackboard or BehaviorTree.SharedBlackboards[node.board] + if board then + local val = board[node.key] + if node.comparestring then + result = (tostring(val) ~= nil and tostring(val) == node.returntype) + else + if node.returntype == BLACKBOARD_QUERY_TYPE_TRUE then + result = (val == true) + elseif node.returntype == BLACKBOARD_QUERY_TYPE_FALSE then + result = (val == false) + elseif node.returntype == BLACKBOARD_QUERY_TYPE_NIL then + result = (val == nil) + elseif node.returntype == BLACKBOARD_QUERY_TYPE_NOTNIL then + result = (val ~= nil) + end + end + end + data.index = result and node.onsuccess or node.onfail + elseif node.type == "tree" then + local result = node.tree:run(obj, ...) + if result == RUNNING then + data.paused = true + break + else + if prevRunningIndex then + if result == SUCCESS then + if set_contains(node.on_success_abort, prevRunningIndex) then + self:_cancelRunning(obj, FAIL, prevRunningIndex, "preempt") + end + else -- FAIL + if set_contains(node.on_fail_abort, prevRunningIndex) then + self:_cancelRunning(obj, FAIL, prevRunningIndex, "preempt") + end + end + end + data.index = (result == SUCCESS) and node.onsuccess or node.onfail + end + elseif node.type == "random" then + data.index = node.indices[math.random(1, #node.indices)] + elseif node.type == "repeat" then + if data.index < lastNodeIndex then + -- we increment on any back-track. + node.repeatCount = node.repeatCount + 1 + print(node.repeatCount) + end + if node.repeatCount >= node.repeatGoal then + node.repeatCount = 0 + data.index = node.onsuccess + else + data.index = data.index + 1 + end + elseif node.type == "repeat-end" then + nodes[node.repIndex].repeatCount = 0 + data.index = data.index + 1 + elseif node.type == "succeed" then + data.index = node.onsuccess + elseif node.type == "fail" then + data.index = node.onfail + else + error("bad node.type") + end + + lastNodeIndex = currentNodeIndex + end + + local outcome + if data.index == N + 1 then + outcome = SUCCESS + elseif data.index == N + 2 then + outcome = FAIL + else + outcome = RUNNING + end + + if data.index > N then + data.index = 1 + end + data.running = false + return outcome +end + +TreeProto.Run = TreeProto.run +TreeProto.Abort = TreeProto.abort + +-------- Constructor -------- + +function BehaviorTree:new(params) + local nodes = {} + local DataLookup = {} + ProcessNode({ type = "root", tree = params.tree, params = {} }, nodes) + -- Build reverse-preorder abort lists (after booleans -> terminals) + buildAbortLists(nodes) + return setmetatable({ + nodes = nodes, + DataLookup = DataLookup, + folder = params.treeFolder, + }, { __index = TreeProto }) +end + +-------- Node ctors -------- + +-- Composites +BehaviorTree.Sequence = function(p) + return { type = "sequence", params = p } +end +BehaviorTree.Selector = function(p) + return { type = "selector", params = p } +end +BehaviorTree.Random = function(p) + return { type = "random", params = p } +end +BehaviorTree.While = function(p) + return { type = "while", params = p } +end + +-- Decorators +BehaviorTree.Succeed = function(p) + return { type = "always_succeed", params = p } +end +BehaviorTree.Fail = function(p) + return { type = "always_fail", params = p } +end +BehaviorTree.Invert = function(p) + return { type = "invert", params = p } +end +BehaviorTree.Repeat = function(p) + return { type = "repeat", params = p } +end + +-- Leafs +BehaviorTree.Task = function(p) + return { type = "task", params = p } +end +BehaviorTree["External Task"] = function(p) + return { type = "task", params = p } +end +BehaviorTree.Tree = function(p) + return { type = "tree", params = p } +end +BehaviorTree["Blackboard Query"] = function(p) + return { type = "blackboard", params = p } +end + +return BehaviorTree diff --git a/BehaviorTreeCreator.lua b/behavior-tree/BehaviorTreeCreator.luau similarity index 79% rename from BehaviorTreeCreator.lua rename to behavior-tree/BehaviorTreeCreator.luau index c5861fa..fd88ec0 100644 --- a/BehaviorTreeCreator.lua +++ b/behavior-tree/BehaviorTreeCreator.luau @@ -20,7 +20,7 @@ local CollectionService = game:GetService("CollectionService") local TREE_TAG = "_BTree" local TreeCreator = {} -local BehaviorTree3 = require(script.BehaviorTree5) +local BehaviorTree3 = require(script.Parent and script.Parent:WaitForChild("BehaviorTree5")) local Trees = {} local SourceTasks = {} @@ -37,17 +37,18 @@ function TreeCreator:Create(treeFolder) if Tree then return Tree else - warn("Couldn't get tree for ",treeFolder) + warn("Couldn't get tree for ", treeFolder) end end - -function TreeCreator:RegisterSharedBlackboard(index,tab) - assert(index and tab and typeof(index) == "string" and typeof(tab) == "table","RegisterSharedBlackboard takes two arguments in the form of [string] index,[table] table") +function TreeCreator:RegisterSharedBlackboard(index, tab) + assert( + index and tab and typeof(index) == "string" and typeof(tab) == "table", + "RegisterSharedBlackboard takes two arguments in the form of [string] index,[table] table" + ) BehaviorTree3.SharedBlackboards[index] = tab end - --------------------------------------------- -------------- PRIVATE METHODS -------------- @@ -57,12 +58,11 @@ local function GetModule(ModuleScript) return found else found = require(ModuleScript) - SourceTasks[ModuleScript]=found + SourceTasks[ModuleScript] = found return found end end - local function GetModuleScript(folder) local found = folder:FindFirstChildWhichIsA("ModuleScript") if found then @@ -78,7 +78,6 @@ local function GetModuleScript(folder) end end - -- For task nodes, get module script from node folder function TreeCreator:_getSourceTask(folder) local ModuleScript = GetModuleScript(folder) @@ -96,22 +95,21 @@ function TreeCreator:_getExternalSourceTask(folder) end end - function TreeCreator:_buildNode(folder) local nodeType = folder.Type.Value local weight = folder:FindFirstChild("Weight") and folder.Weight.Value or 1 - -- Get outputs, sorted in index order + -- Get outputs, sorted in index order local Outputs = folder.Outputs:GetChildren() local orderedChildren = {} - for i = 1,#Outputs do + for i = 1, #Outputs do local objvalue = Outputs[i] - table.insert(orderedChildren,objvalue) + table.insert(orderedChildren, objvalue) end - table.sort(orderedChildren,function(a,b) + table.sort(orderedChildren, function(a, b) return tonumber(a.Name) < tonumber(b.Name) end) - for i = 1,#orderedChildren do + for i = 1, #orderedChildren do orderedChildren[i] = self:_buildNode(orderedChildren[i].Value) end @@ -140,34 +138,41 @@ function TreeCreator:_buildNode(folder) parameters.finish = sourcetask.finish elseif nodeType == "Tree" then local tree = self:_getTreeFromId(parameters.treeid) - assert(tree, string.format("could't build tree; couldn't get tree object for tree node with TreeID: %s!",tostring(parameters.treeid))) + assert( + tree, + string.format( + "could't build tree; couldn't get tree object for tree node with TreeID: %s!", + tostring(parameters.treeid) + ) + ) parameters.tree = tree end -- Initialize node with BehaviorTree3 local node = BehaviorTree3[nodeType](parameters) - node.weight=weight + node.weight = weight return node end - function TreeCreator:_createTree(treeFolder) - print("Attempt create tree: ",treeFolder) + print("Attempt create tree: ", treeFolder) local nodes = treeFolder.Nodes local RootFolder = nodes:FindFirstChild("Root") - assert(RootFolder, string.format("Could not find Root under BehaviorTrees.Trees.%s.Nodes!",treeFolder.Name)) - assert(#RootFolder.Outputs:GetChildren() == 1, string.format("The root node does not have exactly one connection for %s!",treeFolder.Name)) + assert(RootFolder, string.format("Could not find Root under BehaviorTrees.Trees.%s.Nodes!", treeFolder.Name)) + assert( + #RootFolder.Outputs:GetChildren() == 1, + string.format("The root node does not have exactly one connection for %s!", treeFolder.Name) + ) local firstNodeFolder = RootFolder.Outputs:GetChildren()[1].Value local root = self:_buildNode(firstNodeFolder) - local Tree = BehaviorTree3:new({tree=root,treeFolder = treeFolder}) + local Tree = BehaviorTree3:new({ tree = root, treeFolder = treeFolder }) Trees[treeFolder] = Tree TreeIDs[treeFolder.Name] = Tree - return Tree + return Tree end - function TreeCreator:_getTree(treeFolder) return Trees[treeFolder] or self:_createTree(treeFolder) end @@ -175,7 +180,7 @@ end function TreeCreator:_getTreeFromId(treeId) local tree = TreeIDs[treeId] if not tree then - for i,folder in pairs(CollectionService:GetTagged(TREE_TAG)) do + for i, folder in pairs(CollectionService:GetTagged(TREE_TAG)) do if folder.Name == treeId then return self:_getTree(folder) end @@ -185,5 +190,4 @@ function TreeCreator:_getTreeFromId(treeId) end end - return TreeCreator diff --git a/behavior-tree/init.lua b/behavior-tree/init.lua new file mode 100644 index 0000000..b24630e --- /dev/null +++ b/behavior-tree/init.lua @@ -0,0 +1,29 @@ +local TreeCreatorModule = require(script:WaitForChild("TreeCreator")) +local BehaviorTreeModule = require(script:WaitForChild("BehaviorTree5")) + +-- ---------- Public types (what consumers can import) ---------- +export type Object = { [any]: any, Blackboard: {} } + +export type BehaviorTree = { + Run: (self: BehaviorTree, obj: Object, ...any) -> number, + Abort: (self: BehaviorTree, obj: Object, index: number?, status: number?, ...any) -> (), +} + +export type TreeCreator = { + Create: (self: TreeCreator, treeFolder: Instance) -> BehaviorTree?, + RegisterSharedBlackboard: (self: TreeCreator, index: string, tab: { [any]: any }) -> (), +} + +-- If the implementation modules already carry precise types, +-- you can expose them with typeof instead: +-- export type BehaviorTree = typeof(BehaviorTreeModule) +-- export type TreeCreator = typeof(TreeCreatorModule) + +-- ---------- Runtime export (values) ---------- +local exports: { TreeCreator: TreeCreator, BehaviorTree: BehaviorTree } = { + -- cast to the public interfaces; keeps callers type-safe + TreeCreator = TreeCreatorModule :: any, + BehaviorTree = BehaviorTreeModule :: any, +} + +return exports diff --git a/default.project.json b/default.project.json new file mode 100644 index 0000000..ccf3e05 --- /dev/null +++ b/default.project.json @@ -0,0 +1,6 @@ +{ + "name": "behavior-tree", + "tree": { + "$path": "behavior-tree" + } +} \ No newline at end of file diff --git a/rokit.toml b/rokit.toml new file mode 100644 index 0000000..cc8a3b9 --- /dev/null +++ b/rokit.toml @@ -0,0 +1,9 @@ +# This file lists tools managed by Rokit, a toolchain manager for Roblox projects. +# For more information, see https://github.com/rojo-rbx/rokit + +# New tools can be added by running `rokit add ` in a terminal. + +[tools] +wally = "UpliftGames/wally@0.3.2" +wally-package-types = "JohnnyMorganz/wally-package-types@1.6.2" +selene = "Kampfkarren/selene@0.29.0" diff --git a/selene.toml b/selene.toml new file mode 100644 index 0000000..530e9a7 --- /dev/null +++ b/selene.toml @@ -0,0 +1,4 @@ +[selene] +std = "roblox" # teach Selene about Roblox globals +# optional: +exclude = ["**/_Index/**"] \ No newline at end of file diff --git a/wally.toml b/wally.toml new file mode 100644 index 0000000..df0a475 --- /dev/null +++ b/wally.toml @@ -0,0 +1,21 @@ +[package] +name = "luffylol/behavior-tree" +version = "0.1.4" +description = "Fork of Behavior Trees 5 (adds pre-emption) for Roblox (creator/runtime)" +license = "MIT" +realm = "shared" # "server" or "client" if you want to restrict +registry = "https://github.com/UpliftGames/wally-index" + +include = [ + "wally.toml", + "behavior-tree/init.lua", + "behavior-tree/BehaviorTree5.luau", + "behavior-tree/BehaviorTreeCreator.luau", + "default.project.json" +] + +exclude = [ "rokit.toml", "selene.toml", "README.md" ] + +[dependencies] + +[dev-dependencies]