Simulation

Behaviour

9 symbols, imported from @driftengine/core.

Explained in Agents and behaviour.

Classes

BehaviorRunner
One agent running one tree.

Interfaces

BehaviorTasks
What a running tree calls: the consumer's own verbs, by the names the tree uses.
BehaviorTree
The tree, flattened. Built once; a character per agent shares it.

Functions

buildBehaviorTree
Flatten a spec, resolving every name against the tables.

Types

BehaviorSpec
A node, as a consumer writes one.
BehaviorStatus

Constants

FAILURE
A behaviour tree that is data, so it can be looked at, paused and stepped.
RUNNING
SUCCESS