├── .gitignore
├── BehaviorLibrary.sln
├── BehaviorLibrary
├── Behavior.cs
├── BehaviorLibrary.csproj
├── Components
│ ├── Actions
│ │ └── BehaviorAction.cs
│ ├── BehaviorComponent.cs
│ ├── Composites
│ │ ├── ParallelSelector.cs
│ │ ├── ParallelSequence.cs
│ │ ├── RandomSelector.cs
│ │ ├── RootSelector.cs
│ │ ├── Selector.cs
│ │ └── Sequence.cs
│ ├── Conditionals
│ │ └── Conditional.cs
│ └── Decorators
│ │ ├── Counter.cs
│ │ ├── Inverter.cs
│ │ ├── RandomDecorator.cs
│ │ └── Timer.cs
└── Properties
│ └── AssemblyInfo.cs
├── README.md
└── license.txt
/.gitignore:
--------------------------------------------------------------------------------
1 | #################
2 | ## Eclipse
3 | #################
4 |
5 | *.pydevproject
6 | .project
7 | .metadata
8 | bin/
9 | tmp/
10 | *.tmp
11 | *.bak
12 | *.swp
13 | *~.nib
14 | local.properties
15 | .classpath
16 | .settings/
17 | .loadpath
18 |
19 | # External tool builders
20 | .externalToolBuilders/
21 |
22 | # Locally stored "Eclipse launch configurations"
23 | *.launch
24 |
25 | # CDT-specific
26 | .cproject
27 |
28 | # PDT-specific
29 | .buildpath
30 |
31 |
32 | #################
33 | ## Visual Studio
34 | #################
35 |
36 | ## Ignore Visual Studio temporary files, build results, and
37 | ## files generated by popular Visual Studio add-ons.
38 |
39 | # User-specific files
40 | *.suo
41 | *.user
42 | *.sln.docstates
43 |
44 | # Build results
45 | [Dd]ebug/
46 | [Rr]elease/
47 | *_i.c
48 | *_p.c
49 | *.ilk
50 | *.meta
51 | *.obj
52 | *.pch
53 | *.pdb
54 | *.pgc
55 | *.pgd
56 | *.rsp
57 | *.sbr
58 | *.tlb
59 | *.tli
60 | *.tlh
61 | *.tmp
62 | *.vspscc
63 | .builds
64 | *.dotCover
65 |
66 | ## TODO: If you have NuGet Package Restore enabled, uncomment this
67 | #packages/
68 |
69 | # Visual C++ cache files
70 | ipch/
71 | *.aps
72 | *.ncb
73 | *.opensdf
74 | *.sdf
75 |
76 | # Visual Studio profiler
77 | *.psess
78 | *.vsp
79 |
80 | # ReSharper is a .NET coding add-in
81 | _ReSharper*
82 |
83 | # Installshield output folder
84 | [Ee]xpress
85 |
86 | # DocProject is a documentation generator add-in
87 | DocProject/buildhelp/
88 | DocProject/Help/*.HxT
89 | DocProject/Help/*.HxC
90 | DocProject/Help/*.hhc
91 | DocProject/Help/*.hhk
92 | DocProject/Help/*.hhp
93 | DocProject/Help/Html2
94 | DocProject/Help/html
95 |
96 | # Click-Once directory
97 | publish
98 |
99 | # Others
100 | [Bb]in
101 | [Oo]bj
102 | sql
103 | TestResults
104 | *.Cache
105 | ClientBin
106 | stylecop.*
107 | ~$*
108 | *.dbmdl
109 | Generated_Code #added for RIA/Silverlight projects
110 |
111 | # Backup & report files from converting an old project file to a newer
112 | # Visual Studio version. Backup files are not needed, because we have git ;-)
113 | _UpgradeReport_Files/
114 | Backup*/
115 | UpgradeLog*.XML
116 |
117 |
118 |
119 | ############
120 | ## Windows
121 | ############
122 |
123 | # Windows image file caches
124 | Thumbs.db
125 |
126 | # Folder config file
127 | Desktop.ini
128 |
129 |
130 | #############
131 | ## Python
132 | #############
133 |
134 | *.py[co]
135 |
136 | # Packages
137 | *.egg
138 | *.egg-info
139 | dist
140 | build
141 | eggs
142 | parts
143 | bin
144 | var
145 | sdist
146 | develop-eggs
147 | .installed.cfg
148 |
149 | # Installer logs
150 | pip-log.txt
151 |
152 | # Unit test / coverage reports
153 | .coverage
154 | .tox
155 |
156 | #Translations
157 | *.mo
158 |
159 | #Mr Developer
160 | .mr.developer.cfg
161 |
162 | # Mac crap
163 | .DS_Store
164 |
--------------------------------------------------------------------------------
/BehaviorLibrary.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 11.00
3 | # Visual Studio 2010
4 | Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "BehaviorLibrary", "BehaviorLibrary\BehaviorLibrary.csproj", "{CC824B6F-6145-485F-9604-FB94F0ECACA7}"
5 | EndProject
6 | Global
7 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
8 | Debug|Any CPU = Debug|Any CPU
9 | Release|Any CPU = Release|Any CPU
10 | EndGlobalSection
11 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
12 | {CC824B6F-6145-485F-9604-FB94F0ECACA7}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
13 | {CC824B6F-6145-485F-9604-FB94F0ECACA7}.Debug|Any CPU.Build.0 = Debug|Any CPU
14 | {CC824B6F-6145-485F-9604-FB94F0ECACA7}.Release|Any CPU.ActiveCfg = Release|Any CPU
15 | {CC824B6F-6145-485F-9604-FB94F0ECACA7}.Release|Any CPU.Build.0 = Release|Any CPU
16 | EndGlobalSection
17 | GlobalSection(SolutionProperties) = preSolution
18 | HideSolutionNode = FALSE
19 | EndGlobalSection
20 | EndGlobal
21 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Behavior.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using BehaviorLibrary.Components;
5 | using BehaviorLibrary.Components.Composites;
6 |
7 | namespace BehaviorLibrary
8 | {
9 | public enum BehaviorReturnCode
10 | {
11 | Failure,
12 | Success,
13 | Running
14 | }
15 |
16 | public delegate BehaviorReturnCode BehaviorReturn();
17 |
18 | ///
19 | ///
20 | ///
21 | public class Behavior
22 | {
23 |
24 | private RootSelector b_Root;
25 |
26 | private BehaviorReturnCode b_ReturnCode;
27 |
28 | public BehaviorReturnCode ReturnCode
29 | {
30 | get { return b_ReturnCode; }
31 | set { b_ReturnCode = value; }
32 | }
33 |
34 | ///
35 | ///
36 | ///
37 | ///
38 | public Behavior(RootSelector root)
39 | {
40 | b_Root = root;
41 | }
42 |
43 | ///
44 | /// perform the behavior
45 | ///
46 | public BehaviorReturnCode Behave()
47 | {
48 | try
49 | {
50 | switch (b_Root.Behave())
51 | {
52 | case BehaviorReturnCode.Failure:
53 | ReturnCode = BehaviorReturnCode.Failure;
54 | return ReturnCode;
55 | case BehaviorReturnCode.Success:
56 | ReturnCode = BehaviorReturnCode.Success;
57 | return ReturnCode;
58 | case BehaviorReturnCode.Running:
59 | ReturnCode = BehaviorReturnCode.Running;
60 | return ReturnCode;
61 | default:
62 | ReturnCode = BehaviorReturnCode.Running;
63 | return ReturnCode;
64 | }
65 | }
66 | catch (Exception e)
67 | {
68 | #if DEBUG
69 | Console.Error.WriteLine(e.ToString());
70 | #endif
71 | ReturnCode = BehaviorReturnCode.Failure;
72 | return ReturnCode;
73 | }
74 | }
75 | }
76 | }
77 |
--------------------------------------------------------------------------------
/BehaviorLibrary/BehaviorLibrary.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Debug
5 | AnyCPU
6 | 8.0.30703
7 | 2.0
8 | {CC824B6F-6145-485F-9604-FB94F0ECACA7}
9 | Library
10 | Properties
11 | BehaviorLibrary
12 | BehaviorLibrary
13 | 512
14 |
15 |
16 | true
17 | full
18 | false
19 | bin\Debug\
20 | DEBUG;TRACE
21 | prompt
22 | 4
23 | false
24 |
25 |
26 | pdbonly
27 | true
28 | bin\Release\
29 | TRACE
30 | prompt
31 | 4
32 | false
33 |
34 |
35 |
36 |
37 |
38 |
39 |
40 |
41 |
42 |
43 |
44 |
45 |
46 |
47 |
48 |
49 |
50 |
51 |
52 |
53 |
54 |
55 |
56 |
57 |
58 |
59 |
60 |
61 |
62 |
69 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Actions/BehaviorAction.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Actions
7 | {
8 | public class BehaviorAction : BehaviorComponent
9 | {
10 |
11 | private Func ba_Action;
12 |
13 | public BehaviorAction() { }
14 |
15 | public BehaviorAction(Func action)
16 | {
17 | ba_Action = action;
18 | }
19 |
20 | public override BehaviorReturnCode Behave()
21 | {
22 | try
23 | {
24 | switch (ba_Action.Invoke())
25 | {
26 | case BehaviorReturnCode.Success:
27 | ReturnCode = BehaviorReturnCode.Success;
28 | return ReturnCode;
29 | case BehaviorReturnCode.Failure:
30 | ReturnCode = BehaviorReturnCode.Failure;
31 | return ReturnCode;
32 | case BehaviorReturnCode.Running:
33 | ReturnCode = BehaviorReturnCode.Running;
34 | return ReturnCode;
35 | default:
36 | ReturnCode = BehaviorReturnCode.Failure;
37 | return ReturnCode;
38 | }
39 | }
40 | catch (Exception e)
41 | {
42 | #if DEBUG
43 | Console.Error.WriteLine(e.ToString());
44 | #endif
45 | ReturnCode = BehaviorReturnCode.Failure;
46 | return ReturnCode;
47 | }
48 | }
49 |
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/BehaviorComponent.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components
7 | {
8 | public abstract class BehaviorComponent
9 | {
10 | protected BehaviorReturnCode ReturnCode;
11 |
12 | public BehaviorComponent() { }
13 |
14 | public abstract BehaviorReturnCode Behave();
15 | }
16 | }
17 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/ParallelSelector.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class ParallelSelector : BehaviorComponent
9 | {
10 |
11 | protected BehaviorComponent[] p_Behaviors;
12 |
13 | private short p_Selections = 0;
14 |
15 | private short p_SelLength = 0;
16 |
17 | ///
18 | /// Selects among the given behavior components
19 | /// Performs an OR-Like behavior and will "fail-over" to each successive component until Success is reached or Failure is certain
20 | /// -Returns Success if a behavior component returns Success
21 | /// -Returns Running if a behavior component returns Running
22 | /// -Returns Failure if all behavior components returned Failure
23 | ///
24 | /// one to many behavior components
25 | public ParallelSelector(params BehaviorComponent[] behaviors)
26 | {
27 | p_Behaviors = behaviors;
28 | p_SelLength = (short)p_Behaviors.Length;
29 | }
30 |
31 | ///
32 | /// performs the given behavior
33 | ///
34 | /// the behaviors return code
35 | public override BehaviorReturnCode Behave()
36 | {
37 |
38 | for (int i = 0; i < p_SelLength; i++)
39 | {
40 | try
41 | {
42 | switch (p_Behaviors[i].Behave())
43 | {
44 | case BehaviorReturnCode.Failure:
45 | continue;
46 | case BehaviorReturnCode.Success:
47 | ReturnCode = BehaviorReturnCode.Success;
48 | return ReturnCode;
49 | case BehaviorReturnCode.Running:
50 | ReturnCode = BehaviorReturnCode.Running;
51 | return ReturnCode;
52 | default:
53 | continue;
54 | }
55 | }
56 | catch (Exception e)
57 | {
58 | #if DEBUG
59 | Console.Error.WriteLine(e.ToString());
60 | #endif
61 | continue;
62 | }
63 | }
64 |
65 |
66 | /*
67 | while (p_Selections < p_SelLength)
68 | {
69 | try
70 | {
71 | switch (p_Behaviors[p_Selections].Behave())
72 | {
73 | case BehaviorReturnCode.Failure:
74 | p_Selections++;
75 | continue;
76 | case BehaviorReturnCode.Success:
77 | p_Selections = 0;
78 | ReturnCode = BehaviorReturnCode.Success;
79 | return ReturnCode;
80 | case BehaviorReturnCode.Running:
81 | ReturnCode = BehaviorReturnCode.Running;
82 | return ReturnCode;
83 | default:
84 | p_Selections++;
85 | continue;
86 | }
87 | }
88 | catch (Exception)
89 | {
90 | p_Selections++;
91 | continue;
92 | }
93 | }*/
94 |
95 | p_Selections = 0;
96 | ReturnCode = BehaviorReturnCode.Failure;
97 | return ReturnCode;
98 | }
99 | }
100 | }
101 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/ParallelSequence.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class ParallelSequence : BehaviorComponent
9 | {
10 |
11 | private BehaviorComponent[] p_Behaviors;
12 |
13 | ///
14 | /// attempts to run the behaviors all in one cycle
15 | /// -Returns Success when all are successful
16 | /// -Returns Failure if one behavior fails or an error occurs
17 | /// -Does not Return Running
18 | ///
19 | ///
20 | public ParallelSequence(params BehaviorComponent[] behaviors)
21 | {
22 | p_Behaviors = behaviors;
23 | }
24 |
25 | ///
26 | /// performs the given behavior
27 | ///
28 | /// the behaviors return code
29 | public override BehaviorReturnCode Behave()
30 | {
31 |
32 | for(int i = 0; i < p_Behaviors.Length;i++)
33 | {
34 | try
35 | {
36 | switch (p_Behaviors[i].Behave())
37 | {
38 | case BehaviorReturnCode.Failure:
39 | ReturnCode = BehaviorReturnCode.Failure;
40 | return ReturnCode;
41 | case BehaviorReturnCode.Success:
42 | continue;
43 | case BehaviorReturnCode.Running:
44 | continue;
45 | default:
46 | ReturnCode = BehaviorReturnCode.Success;
47 | return ReturnCode;
48 | }
49 | }
50 | catch (Exception e)
51 | {
52 | #if DEBUG
53 | Console.Error.WriteLine(e.ToString());
54 | #endif
55 | ReturnCode = BehaviorReturnCode.Failure;
56 | return ReturnCode;
57 | }
58 | }
59 |
60 | ReturnCode = BehaviorReturnCode.Success;
61 | return ReturnCode;
62 | }
63 |
64 |
65 | }
66 | }
67 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/RandomSelector.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class RandomSelector : BehaviorComponent
9 | {
10 |
11 | private BehaviorComponent[] r_Behaviors;
12 |
13 | //use current milliseconds to set random seed
14 | private Random r_Random = new Random(DateTime.Now.Millisecond);
15 |
16 | ///
17 | /// Randomly selects and performs one of the passed behaviors
18 | /// -Returns Success if selected behavior returns Success
19 | /// -Returns Failure if selected behavior returns Failure
20 | /// -Returns Running if selected behavior returns Running
21 | ///
22 | /// one to many behavior components
23 | public RandomSelector(params BehaviorComponent[] behaviors)
24 | {
25 | r_Behaviors = behaviors;
26 | }
27 |
28 | ///
29 | /// performs the given behavior
30 | ///
31 | /// the behaviors return code
32 | public override BehaviorReturnCode Behave()
33 | {
34 | r_Random = new Random(DateTime.Now.Millisecond);
35 |
36 | try
37 | {
38 | switch (r_Behaviors[r_Random.Next(0, r_Behaviors.Length - 1)].Behave())
39 | {
40 | case BehaviorReturnCode.Failure:
41 | ReturnCode = BehaviorReturnCode.Failure;
42 | return ReturnCode;
43 | case BehaviorReturnCode.Success:
44 | ReturnCode = BehaviorReturnCode.Success;
45 | return ReturnCode;
46 | case BehaviorReturnCode.Running:
47 | ReturnCode = BehaviorReturnCode.Running;
48 | return ReturnCode;
49 | default:
50 | ReturnCode = BehaviorReturnCode.Failure;
51 | return ReturnCode;
52 | }
53 | }
54 | catch (Exception e)
55 | {
56 | #if DEBUG
57 | Console.Error.WriteLine(e.ToString());
58 | #endif
59 | ReturnCode = BehaviorReturnCode.Failure;
60 | return ReturnCode;
61 | }
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/RootSelector.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class RootSelector : Selector
9 | {
10 |
11 | private BehaviorComponent[] rs_Behaviors;
12 |
13 | private Func rs_Index;
14 |
15 | ///
16 | /// The selector for the root node of the behavior tree
17 | ///
18 | /// an index representing which of the behavior branches to perform
19 | /// the behavior branches to be selected from
20 | public RootSelector(Func index, params BehaviorComponent[] behaviors)
21 | {
22 | rs_Index = index;
23 | rs_Behaviors = behaviors;
24 | }
25 |
26 | ///
27 | /// performs the given behavior
28 | ///
29 | /// the behaviors return code
30 | public override BehaviorReturnCode Behave()
31 | {
32 | try
33 | {
34 | switch (rs_Behaviors[rs_Index.Invoke()].Behave())
35 | {
36 | case BehaviorReturnCode.Failure:
37 | ReturnCode = BehaviorReturnCode.Failure;
38 | return ReturnCode;
39 | case BehaviorReturnCode.Success:
40 | ReturnCode = BehaviorReturnCode.Success;
41 | return ReturnCode;
42 | case BehaviorReturnCode.Running:
43 | ReturnCode = BehaviorReturnCode.Running;
44 | return ReturnCode;
45 | default:
46 | ReturnCode = BehaviorReturnCode.Running;
47 | return ReturnCode;
48 | }
49 | }
50 | catch (Exception e)
51 | {
52 | #if DEBUG
53 | Console.Error.WriteLine(e.ToString());
54 | #endif
55 | ReturnCode = BehaviorReturnCode.Failure;
56 | return ReturnCode;
57 | }
58 | }
59 | }
60 | }
61 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/Selector.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class Selector : BehaviorComponent
9 | {
10 |
11 | protected BehaviorComponent[] s_Behaviors;
12 |
13 | private short selections = 0;
14 |
15 | private short selLength = 0;
16 |
17 | ///
18 | /// Selects among the given behavior components
19 | /// Performs an OR-Like behavior and will "fail-over" to each successive component until Success is reached or Failure is certain
20 | /// -Returns Success if a behavior component returns Success
21 | /// -Returns Running if a behavior component returns Failure or Running
22 | /// -Returns Failure if all behavior components returned Failure or an error has occured
23 | ///
24 | /// one to many behavior components
25 | public Selector(params BehaviorComponent[] behaviors)
26 | {
27 | s_Behaviors = behaviors;
28 | selLength = (short)s_Behaviors.Length;
29 | }
30 |
31 | ///
32 | /// performs the given behavior
33 | ///
34 | /// the behaviors return code
35 | public override BehaviorReturnCode Behave()
36 | {
37 | while (selections < selLength)
38 | {
39 | try
40 | {
41 | switch (s_Behaviors[selections].Behave())
42 | {
43 | case BehaviorReturnCode.Failure:
44 | selections++;
45 | ReturnCode = BehaviorReturnCode.Running;
46 | return ReturnCode;
47 | case BehaviorReturnCode.Success:
48 | selections = 0;
49 | ReturnCode = BehaviorReturnCode.Success;
50 | return ReturnCode;
51 | case BehaviorReturnCode.Running:
52 | ReturnCode = BehaviorReturnCode.Running;
53 | return ReturnCode;
54 | default:
55 | selections++;
56 | ReturnCode = BehaviorReturnCode.Failure;
57 | return ReturnCode;
58 | }
59 | }
60 | catch (Exception e)
61 | {
62 | #if DEBUG
63 | Console.Error.WriteLine(e.ToString());
64 | #endif
65 | selections++;
66 | ReturnCode = BehaviorReturnCode.Failure;
67 | return ReturnCode;
68 | }
69 | }
70 |
71 | selections = 0;
72 | ReturnCode = BehaviorReturnCode.Failure;
73 | return ReturnCode;
74 | }
75 |
76 |
77 | }
78 | }
79 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Composites/Sequence.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Composites
7 | {
8 | public class Sequence : BehaviorComponent
9 | {
10 |
11 | protected BehaviorComponent[] s_Behaviors;
12 |
13 | private short sequence = 0;
14 |
15 | private short seqLength = 0;
16 |
17 | ///
18 | /// Performs the given behavior components sequentially
19 | /// Performs an AND-Like behavior and will perform each successive component
20 | /// -Returns Success if all behavior components return Success
21 | /// -Returns Running if an individual behavior component returns Success or Running
22 | /// -Returns Failure if a behavior components returns Failure or an error is encountered
23 | ///
24 | /// one to many behavior components
25 | public Sequence(params BehaviorComponent[] behaviors)
26 | {
27 | s_Behaviors = behaviors;
28 | seqLength = (short) s_Behaviors.Length;
29 | }
30 |
31 | ///
32 | /// performs the given behavior
33 | ///
34 | /// the behaviors return code
35 | public override BehaviorReturnCode Behave()
36 | {
37 | //while you can go through them, do so
38 | while (sequence < seqLength)
39 | {
40 | try
41 | {
42 | switch (s_Behaviors[sequence].Behave())
43 | {
44 | case BehaviorReturnCode.Failure:
45 | sequence = 0;
46 | ReturnCode = BehaviorReturnCode.Failure;
47 | return ReturnCode;
48 | case BehaviorReturnCode.Success:
49 | sequence++;
50 | ReturnCode = BehaviorReturnCode.Running;
51 | return ReturnCode;
52 | case BehaviorReturnCode.Running:
53 | ReturnCode = BehaviorReturnCode.Running;
54 | return ReturnCode;
55 | }
56 | }
57 | catch (Exception e)
58 | {
59 | #if DEBUG
60 | Console.Error.WriteLine(e.ToString());
61 | #endif
62 | sequence = 0;
63 | ReturnCode = BehaviorReturnCode.Failure;
64 | return ReturnCode;
65 | }
66 |
67 | }
68 |
69 | sequence = 0;
70 | ReturnCode = BehaviorReturnCode.Success;
71 | return ReturnCode;
72 |
73 | }
74 |
75 | }
76 | }
77 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Conditionals/Conditional.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Conditionals
7 | {
8 | public class Conditional : BehaviorComponent
9 | {
10 |
11 | private Func c_Bool;
12 |
13 | ///
14 | /// Returns a return code equivalent to the test
15 | /// -Returns Success if true
16 | /// -Returns Failure if false
17 | ///
18 | /// the value to be tested
19 | public Conditional(Func test)
20 | {
21 | c_Bool = test;
22 | }
23 |
24 | ///
25 | /// performs the given behavior
26 | ///
27 | /// the behaviors return code
28 | public override BehaviorReturnCode Behave()
29 | {
30 |
31 | try
32 | {
33 | switch (c_Bool.Invoke())
34 | {
35 | case true:
36 | ReturnCode = BehaviorReturnCode.Success;
37 | return ReturnCode;
38 | case false:
39 | ReturnCode = BehaviorReturnCode.Failure;
40 | return ReturnCode;
41 | default:
42 | ReturnCode = BehaviorReturnCode.Failure;
43 | return ReturnCode;
44 | }
45 | }
46 | catch (Exception e)
47 | {
48 | #if DEBUG
49 | Console.Error.WriteLine(e.ToString());
50 | #endif
51 | ReturnCode = BehaviorReturnCode.Failure;
52 | return ReturnCode;
53 | }
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Components/Decorators/Counter.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Decorators
7 | {
8 | public class Counter : BehaviorComponent
9 | {
10 | private int c_MaxCount;
11 | private int c_Counter = 0;
12 |
13 | private BehaviorComponent c_Behavior;
14 |
15 | ///
16 | /// executes the behavior based on a counter
17 | /// -each time Counter is called the counter increments by 1
18 | /// -Counter executes the behavior when it reaches the supplied maxCount
19 | ///
20 | /// max number to count to
21 | /// behavior to run
22 | public Counter(int maxCount, BehaviorComponent behavior)
23 | {
24 | c_MaxCount = maxCount;
25 | c_Behavior = behavior;
26 | }
27 |
28 | ///
29 | /// performs the given behavior
30 | ///
31 | /// the behaviors return code
32 | public override BehaviorReturnCode Behave()
33 | {
34 | try
35 | {
36 | if (c_Counter < c_MaxCount)
37 | {
38 | c_Counter++;
39 | ReturnCode = BehaviorReturnCode.Running;
40 | return BehaviorReturnCode.Running;
41 | }
42 | else
43 | {
44 | c_Counter = 0;
45 | ReturnCode = c_Behavior.Behave();
46 | return ReturnCode;
47 | }
48 | }
49 | catch (Exception e)
50 | {
51 | #if DEBUG
52 | Console.Error.WriteLine(e.ToString());
53 | #endif
54 | ReturnCode = BehaviorReturnCode.Failure;
55 | return BehaviorReturnCode.Failure;
56 | }
57 | }
58 | }
59 | }
60 |
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/BehaviorLibrary/Components/Decorators/Inverter.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Decorators
7 | {
8 | public class Inverter : BehaviorComponent
9 | {
10 |
11 | private BehaviorComponent d_Behavior;
12 |
13 | ///
14 | /// inverts the given behavior
15 | /// -Returns Success on Failure or Error
16 | /// -Returns Failure on Success
17 | /// -Returns Running on Running
18 | ///
19 | ///
20 | public Inverter(BehaviorComponent behavior)
21 | {
22 | d_Behavior = behavior;
23 | }
24 |
25 | ///
26 | /// performs the given behavior
27 | ///
28 | /// the behaviors return code
29 | public override BehaviorReturnCode Behave()
30 | {
31 | try
32 | {
33 | switch (d_Behavior.Behave())
34 | {
35 | case BehaviorReturnCode.Failure:
36 | ReturnCode = BehaviorReturnCode.Success;
37 | return ReturnCode;
38 | case BehaviorReturnCode.Success:
39 | ReturnCode = BehaviorReturnCode.Failure;
40 | return ReturnCode;
41 | case BehaviorReturnCode.Running:
42 | ReturnCode = BehaviorReturnCode.Running;
43 | return ReturnCode;
44 | }
45 | }
46 | catch (Exception e)
47 | {
48 | #if DEBUG
49 | Console.Error.WriteLine(e.ToString());
50 | #endif
51 | ReturnCode = BehaviorReturnCode.Success;
52 | return ReturnCode;
53 | }
54 |
55 | ReturnCode = BehaviorReturnCode.Success;
56 | return ReturnCode;
57 |
58 | }
59 |
60 | }
61 | }
62 |
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/BehaviorLibrary/Components/Decorators/RandomDecorator.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Decorators
7 | {
8 | public class RandomDecorator : BehaviorComponent
9 | {
10 |
11 | private float r_Probability;
12 |
13 | private Func r_RandomFunction;
14 |
15 | private BehaviorComponent r_Behavior;
16 |
17 | ///
18 | /// randomly executes the behavior
19 | ///
20 | /// probability of execution
21 | /// function that determines probability to execute
22 | /// behavior to execute
23 | public RandomDecorator(float probability, Func randomFunction, BehaviorComponent behavior)
24 | {
25 | r_Probability = probability;
26 | r_RandomFunction = randomFunction;
27 | r_Behavior = behavior;
28 | }
29 |
30 |
31 | public override BehaviorReturnCode Behave()
32 | {
33 | try
34 | {
35 | if (r_RandomFunction.Invoke() <= r_Probability)
36 | {
37 | ReturnCode = r_Behavior.Behave();
38 | return ReturnCode;
39 | }
40 | else
41 | {
42 | ReturnCode = BehaviorReturnCode.Running;
43 | return BehaviorReturnCode.Running;
44 | }
45 | }
46 | catch (Exception e)
47 | {
48 | #if DEBUG
49 | Console.Error.WriteLine(e.ToString());
50 | #endif
51 | ReturnCode = BehaviorReturnCode.Failure;
52 | return BehaviorReturnCode.Failure;
53 | }
54 | }
55 | }
56 | }
57 |
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/BehaviorLibrary/Components/Decorators/Timer.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 | using System.Text;
5 |
6 | namespace BehaviorLibrary.Components.Decorators
7 | {
8 | public class Timer : BehaviorComponent
9 | {
10 |
11 | private Func t_ElapsedTimeFunction;
12 |
13 | private BehaviorComponent t_Behavior;
14 |
15 | private int t_TimeElapsed = 0;
16 |
17 | private int t_WaitTime;
18 |
19 | ///
20 | /// executes the behavior after a given amount of time in miliseconds has passed
21 | ///
22 | /// function that returns elapsed time
23 | /// maximum time to wait before executing behavior
24 | /// behavior to run
25 | public Timer(Func elapsedTimeFunction, int timeToWait, BehaviorComponent behavior)
26 | {
27 | t_ElapsedTimeFunction = elapsedTimeFunction;
28 | t_Behavior = behavior;
29 | t_WaitTime = timeToWait;
30 | }
31 |
32 | ///
33 | /// performs the given behavior
34 | ///
35 | /// the behaviors return code
36 | public override BehaviorReturnCode Behave()
37 | {
38 | try
39 | {
40 | t_TimeElapsed += t_ElapsedTimeFunction.Invoke();
41 |
42 | if (t_TimeElapsed >= t_WaitTime)
43 | {
44 | t_TimeElapsed = 0;
45 | ReturnCode = t_Behavior.Behave();
46 | return ReturnCode;
47 | }
48 | else
49 | {
50 | ReturnCode = BehaviorReturnCode.Running;
51 | return BehaviorReturnCode.Running;
52 | }
53 | }
54 | catch (Exception e)
55 | {
56 | #if DEBUG
57 | Console.Error.WriteLine(e.ToString());
58 | #endif
59 | ReturnCode = BehaviorReturnCode.Failure;
60 | return BehaviorReturnCode.Failure;
61 | }
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
/BehaviorLibrary/Properties/AssemblyInfo.cs:
--------------------------------------------------------------------------------
1 | using System.Reflection;
2 | using System.Runtime.CompilerServices;
3 | using System.Runtime.InteropServices;
4 |
5 | // General Information about an assembly is controlled through the following
6 | // set of attributes. Change these attribute values to modify the information
7 | // associated with an assembly.
8 | [assembly: AssemblyTitle("BehaviorLibrary")]
9 | [assembly: AssemblyDescription("")]
10 | [assembly: AssemblyConfiguration("")]
11 | [assembly: AssemblyCompany("")]
12 | [assembly: AssemblyProduct("BehaviorLibrary")]
13 | [assembly: AssemblyCopyright("Copyright © 2012")]
14 | [assembly: AssemblyTrademark("")]
15 | [assembly: AssemblyCulture("")]
16 |
17 | // Setting ComVisible to false makes the types in this assembly not visible
18 | // to COM components. If you need to access a type in this assembly from
19 | // COM, set the ComVisible attribute to true on that type.
20 | [assembly: ComVisible(false)]
21 |
22 | // The following GUID is for the ID of the typelib if this project is exposed to COM
23 | [assembly: Guid("981a6e5e-8ee8-4873-b97c-e71a0d7d0d7e")]
24 |
25 | // Version information for an assembly consists of the following four values:
26 | //
27 | // Major Version
28 | // Minor Version
29 | // Build Number
30 | // Revision
31 | //
32 | // You can specify all the values or you can default the Build and Revision Numbers
33 | // by using the '*' as shown below:
34 | // [assembly: AssemblyVersion("1.0.*")]
35 | [assembly: AssemblyVersion("1.0.0.0")]
36 | [assembly: AssemblyFileVersion("1.0.0.0")]
37 |
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/README.md:
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1 | Behavior Library
2 | ================
3 |
4 | BehaviorLibrary is a framework for creating behavior trees for game AI. It is free to use, modify, and redestribute as covered under the attached License (FreeBSD).
5 |
6 | It is simple to use and with that simplicity comes performance.
7 |
8 | Example of a simple A* following AI on a tilemap
9 |
10 | //setup all coniditionals and their delegate functions
11 | Coniditional tooClose = new Conditional(isTooClose);
12 | Coniditional targetMoved = new Conditional(hasTargetMoved);
13 | Coniditional pathFound = new Conditional(hasPathBeenFound);
14 | Coniditional reachedCell = new Conditional(hasReachedCell);
15 | Coniditional reachedTarget = new Conditional(hasReachedTarget);
16 | Coniditional isNewPath = new Conditional(hasNewPath);
17 |
18 | //setup all actions and their delegate functions
19 | BehaviorAction moveToCell = new BehaviorAction(moveTowardsCell);
20 | BehaviorAction calcPath = new BehaviorAction(calculatePath);
21 | BehaviorAction initPathfinder = new BehaviorAction(initializePathfinder);
22 | BehaviorAction getNextCell = new BehaviorAction(getNextPathCell);
23 | BehaviorAction setPath = new BehaviorAction(setNewPath);
24 | BehaviorAction getPath = new BehaviorAction(getCurrentPath);
25 | BehaviorAction updatePosition = new BehaviorAction(updateTargetPosision);
26 | BehaviorAction reset = new BehaviorAction(resetPathfinder);
27 | BehaviorAction animate = new BehaviorAction(updateAnimation);
28 |
29 | //setup an initilization branch
30 | ParallelSequence initialize = new ParallelSequence(initPathfinder, calcPath);
31 |
32 | //if the target has moved, reset and calculate a new path
33 | ParallelSelector ifMovedCreateNewPath = new ParallelSelector(new Inverter(targetMoved), new Inverter(reset), calcPath);
34 | ParallelSelector ifPathFoundGetPath = new ParallelSelector(new Inverter(pathFound), getPath);
35 | ParallelSelector ifPathNewUseIt = new ParallelSelector(new Inverter(isNewPath), setPath);
36 | ParallelSelector ifReachedCellGetNext = new ParallelSelector(new Inverter(reachedCell), getNextCell);
37 | ParallelSelector ifNotReachedTargetMoveTowardsCell = new ParallelSelector(reachedTarget, moveToCell);
38 |
39 | //follow target so long as you're not too close and then animate
40 | ParallelSequence follow = new ParallelSequence(new Inverter(tooClose), updatePosition, ifMovedCreateNewPath, ifPathFoundGetPath, ifPathIsNewUseIt, ifReachedCellGetNext, ifNotReachedTargetMoveTowardsCell, animate);
41 |
42 | //setup root node, choose initialization phase or pathing/movement phase
43 | RootSelector root = new RootSelector(switchBehaviors, initialize, follow);
44 |
45 | //set a reference to the root
46 | Behavior behavior = new Behavior(root);
47 |
48 | //to execute the behavior
49 | behavior.Behave();
50 |
51 |
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/license.txt:
--------------------------------------------------------------------------------
1 | Copyright (c) 2012, Thomas H. Jonell
2 | All rights reserved.
3 |
4 | Redistribution and use in source and binary forms, with or without
5 | modification, are permitted provided that the following conditions are met:
6 |
7 | 1. Redistributions of source code must retain the above copyright notice, this
8 | list of conditions and the following disclaimer.
9 | 2. Redistributions in binary form must reproduce the above copyright notice,
10 | this list of conditions and the following disclaimer in the documentation
11 | and/or other materials provided with the distribution.
12 |
13 | THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
14 | ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
15 | WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
16 | DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
17 | ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
18 | (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
19 | LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
20 | ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
22 | SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | The views and conclusions contained in the software and documentation are those
25 | of the authors and should not be interpreted as representing official policies,
26 | either expressed or implied, of the FreeBSD Project.
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