joeycumines / go-behaviortree Goto Github PK
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License: Apache License 2.0
Package behaviortree provides a simple and powerful Go implementation of behavior trees without fluff.
License: Apache License 2.0
Hi, I have recently started using this library and I wanted to thank you for the amazing work.
I have the following BT. The logic I am trying to implement is making the ship extract resources and sell those not wanted until full. The extract resources action has a cooldown so its sibling node first checks if the cooldown is active and returns running if so:
return bt.New(bt.Sequence,
Sell(ship, sellExceptions...),
bt.New(bt.Sequence,
bt.New(func(children []bt.Node) (bt.Status, error) {
if time.Now().Before(ship.Cooldown.Expiration) {
return bt.Running, nil
}
if ship.Cargo.Units == ship.Cargo.Capacity {
return bt.Failure, nil
}
return bt.Success, nil
}),
Extract(ship),
),
)
From what I understand about Behavior Trees, I expected the outer sequence node to directly Tick its second child (that is the inner Sequence node), since it returned a Running Status. Is this the expected behavior in your implementation? If so, how can I implement the behavior I described?
@joeycumines
Thanks for giving us go-behaviortree. IMHO this is the best implementation.
Do you plan to continue with this project?
I have some enhancements and was wonder if I should fork or submit PR.
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