calamari / behaviortree.js Goto Github PK
View Code? Open in Web Editor NEWAn JavaScript implementation of Behavior Trees.
An JavaScript implementation of Behavior Trees.
I think the best way to create a Tree would be something like this:
const instance = new BTree.Instance({
name: 'Maybe a name',
object: { /* the object that is passed through everything */,
tree: tree // any instance of a node
})
This also makes it possible to register different nodes to different trees and we get rid of the awkward setObject method.
It seems to me that there is no condition node object.
It would be nice to have it, to allow the user to build a tree like this:
{
"type": "sequence",
"name": "the root",
"nodes": [
{
"type": "findBall",
"name": "ACTION/TASK: look around and try to see a ball"
},
{
"type": "isBallNear",
"name": "CONDITION: is ball near?",
"nodes": [
{
"type": "graspBall",
"name": "ACTION/TASK: grasp the ball"
}
]
}
]
}
I understand that a condition can be implemented with a sequence.
The above would be translated like this:
{
"type": "sequence",
"name": "the root",
"nodes": [
{
"type": "findBall",
"name": "ACTION/TASK: look around and try to see a ball"
},
{
"type": "sequence",
"name": "sequence used to implement a condition",
"nodes": [
{
"type": "isBallNear",
"name": "ACTION/TASK used as CONDITION: is ball near?"
},
{
"type": "graspBall",
"name": "ACTION/TASK: grasp the ball"
}
]
}
]
}
Although the two trees yield to the same behaviour, I think that having the condition node can be more readable. So I am asking if it is possible to implement the condition node.
I think there is a bug in how the tree handles tasks calling "running" multiples times. I will try to explain with this example:
The tree:
Step 1:
the bot doesn't have wood, so it go find it. First node call fail, second node call running
Step 2:
the tree go directly to "go find wood", and the node call running
Step 3:
I expected the tree returning to the same task, as it will call running several times. But instead it started over the first task
Is this the expected behaviour?
Hello,
I'm using the LoopDecorator as a way to dynamically add nodes to my trees. I queue up some actions by adding them to an array in the blackboard and then use a looped sequence to shift an action off of the queue and process it in a task. This continues until the action queue is empty at which point a FAILURE result is returned, breaking out of the Loop and continuing with the rest of the tree.
This pattern has been working fine so far but now i have some cases where I need to interrupt the Loop and then have it continue where it left off on a later step. Unfortunately, if i return a RUNNING status in one of the loop iterations it just continues to the next one.
Does it make sense to extend the LoopDecorator with a custom one that allows it to be stopped and resumed or is there perhaps a better way to handle the scenario I described above?
Thanks for a great library by the way! I'm currently using the typescript version (3.0.0-beta.1).
Currently it's hard to test own trees. We need a way to make it easier.
Maybe via adding some introspection possibilities to inject loggers into the tree?
We need a way to serialize behavior trees, so we can interact with an upcoming behavior tree editor
I guess, that will be a version 3, since I think there will be some opportunities to make the API a bit better. Let's see.
Hi,
Is there any chance for the following change?
(
Line 8 in fefd459
to something like
constructor(setup) {
setup.run = setup.run || NOOP;
setup.start = setup.start || NOOP;
setup.end = setup.end || NOOP;
this.blueprint = setup;
}
This would have the advantage that User can pass in a class instance while preserving the class context. E.g.
class MyAction {
myMethod() {/*...*/}
run() {
this.myMethod() //currently throws "myMethod is not a function"
}
}
BehaviorTree.register("myAction", new Task( new MyAction() ));
I discovered that pushing nodes in a blueprint in order to programmatically populate blueprints/branches will not properly execute unless you increment the numNodes property of the object.
Example code below, without mainSequence.numNodes++ I couldn't get steps working, they didn't see the nodes at all.
Is this an undefined behavior or is there a function I should be using instead?
const { BehaviorTree, Sequence, Task, Selector, SUCCESS, FAILURE, RUNNING, decorators: {InvertDecorator}, Decorator} = require('behaviortree')
const NanoTimer = require('nanotimer');
const timer = new NanoTimer();
function NoteTask(note = 60, velocity = 100) {
return new Task({
start: function (blackboard) {
blackboard.isStarted = true;
console.log("NOTE " + this.note)
},
end: function (blackboard) {
blackboard.isStarted = false;
blackboard.deltaTime = 0;
},
run: function (blackboard) {
return SUCCESS
},
note: note,
velocity: velocity,
})
}
let deltaTime = {
deltaTime: 0
};
const mainSequence = new Sequence({
nodes: []
})
if(mainSequence.blueprint.nodes == null){
// mainSequence.blueprint.nodes = []
}
mainSequence.blueprint.nodes.push(NoteTask(60))
mainSequence.numNodes++
mainSequence.blueprint.nodes.push(NoteTask(69))
mainSequence.numNodes++
console.log(mainSequence)
let bTree = new BehaviorTree({
tree: mainSequence,
blackboard: deltaTime
})
//console.log(mainSequence)
timer.setTimeout(loop, '', '1000m')
function loop() {
bTree.step()
timer.setTimeout(loop,'', "400m");
}
loop();
I've found there're alternative names for node, here's a summary
a composite node include sequence, selector and parallel
Composites
sequence = and
selector = priority = fallack = or
action = task
condition = decorator = if
services = ?
I think those are common alter names for node
and do we have a condition node?
Hello, I think the current Selector
will remember the last RUNNING node, and in next tick running directly start from it, ignoring any siblings in front of it, even the sibling at font will return SUCCESS now, right?
import { BehaviorTree, Sequence, Selector, Task, SUCCESS, FAILURE, RUNNING } from 'behaviortree'
let count = 0;
const blackboard = {};
BehaviorTree.register('000', new Task({
run: function (blackboard ) {
console.log('000')
if (count <= 3) {
return FAILURE
} else {
return SUCCESS
}
}
}))
BehaviorTree.register('111', new Task({
run: function (blackboard ) {
console.log('111')
return RUNNING
}
}))
const tree = new Selector({nodes: [
'000',
'111',
]})
const bTree = new BehaviorTree({
tree: tree,
blackboard: blackboard
})
function step() {
bTree.step()
console.log('-----------------------------')
count++;
if (count < 10) setTimeout(step, 1000);
}
step();
000
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
111
-----------------------------
I want to ask that, is there a non-remember Selector
, which check all children from first until fail one every tick?
000
111
-----------------------------
000
111
-----------------------------
000
111
-----------------------------
000
-----------------------------
000
-----------------------------
000
-----------------------------
000
-----------------------------
000
-----------------------------
000
-----------------------------
000
-----------------------------
Why can't it work in this way?
const {InvertDecorator} = require('behaviortree');
for every Decorator nodes, shall I rewrite them all as below?
class InvertDecorator extends Decorator {
//rewrite the codes.
}
I am trying to create a Wait Task in order to quantize tasks in a sequence. If I put my return SUCCESS in a setInterval or async/await function, the task seem to immediately return SUCCESS instead of hanging the tree.
Is this a bug or am I doing something wrong?
Hey @Calamari and everyone!
I am making a little graphic editor to make trees for BehaviorTree.js but I think I need to understand better how the JSON files work. Looking at the example in README
{ "type": "selector", "name": "the root", "nodes": [ { "type": "ifEnemyInSight", "name": "handling enemies", "node": { "type": "walk", "name": "go to enemy" } }, { "type": "cooldown", "name": "jumping around", "cooldown": 1, "node": { "type": "jump", "name": "jump up" } }, { "type": "idle", "name": "doing nothing" } ] }
My questions are:
I see "nodes" and "node" fields. I understand "nodes" are for branching nodes, but what about "node"? Are they the wrapped node inside a decorator?
Are names actually needed?
Does everything additional (e.g.) go in the blackboard? Or is that "cooldown":1 field a parameter passed to the node?
Thank you for your help, can't wait to show you guys the editor when I'm finished
We should determine:
I've noticed that sometimes my tests will fail if I try to do bTree.step({debug: true})
but they work if I dont enable debug. I get the following exception below:
TypeError: Cannot read property 'map' of undefined
at t.get (/home/wrk/coordinator/node_modules/behaviortree/dist/index.node.js:1:8666)
at t.value (/home/wrk/coordinator/node_modules/behaviortree/dist/index.node.js:1:8463)
at e.value (/home/wrk/coordinator/node_modules/behaviortree/dist/index.node.js:1:4435)
at Object.route (/home/wrk/coordinator/lib/bt.js:31:542)
I am using 2.0.5 right now. Have you run across this?
Hello @Calamari, thanks for making the lib !
I have a question that, why no 222 start
log before the first 222 RUNNING
?
The logs:
*** 000 start
000 SUCCESS
*** 000 end
*** 111 start
111 RUNNING
-----------------------------
111 RUNNING
-----------------------------
111 RUNNING
-----------------------------
111 SUCCESS
*** 111 end
222 RUNNING
-----------------------------
222 RUNNING
-----------------------------
222 RUNNING
-----------------------------
222 SUCCESS
*** 222 end
-----------------------------
*** 000 start
000 SUCCESS
*** 000 end
*** 111 start
111 SUCCESS
*** 111 end
*** 222 start
222 SUCCESS
*** 222 end
-----------------------------
*** 000 start
000 SUCCESS
*** 000 end
*** 111 start
111 SUCCESS
*** 111 end
*** 222 start
222 SUCCESS
*** 222 end
-----------------------------
*** 000 start
000 SUCCESS
*** 000 end
*** 111 start
111 SUCCESS
*** 111 end
*** 222 start
222 SUCCESS
*** 222 end
-----------------------------
The codes:
import { BehaviorTree, Sequence, Task, SUCCESS, FAILURE, RUNNING } from 'behaviortree'
BehaviorTree.register('bark', new Task({
start: function (dog) {
console.log('*** 000 start')
},
end: function (dog) {
console.log('*** 000 end')
},
run: function (dog) {
console.log('000 SUCCESS')
return SUCCESS
}
}))
let testCount1 = 0;
let testCount2 = 0;
const tree = new Sequence({
nodes: [
'bark',
new Task({
start: function (dog) {
console.log('*** 111 start')
},
end: function (dog) {
console.log('*** 111 end')
},
run: function (dog) {
testCount1++;
if (testCount1 <= 3) {
console.log('111 RUNNING')
return RUNNING
} else {
console.log('111 SUCCESS')
return SUCCESS
}
}
}),
new Task({
start: function (dog) {
console.log('*** 222 start')
},
end: function (dog) {
console.log('*** 222 end')
},
run: function (dog) {
testCount2++;
if (testCount2 <= 3) {
console.log('222 RUNNING')
return RUNNING
} else {
console.log('222 SUCCESS')
return SUCCESS
}
}
})
]
})
class Dog {
}
const dog = new Dog()
const bTree = new BehaviorTree({
tree: tree,
blackboard: dog
})
let count = 0;
function step() {
bTree.step()
console.log('-----------------------------')
count++;
if (count < 10) setTimeout(step, 1000);
}
step();
like walking and smoking?
sorry I'm very new to game dev, I can't figure out how to do this with BehaviorTree.js
Hello, This is a really awesome project you have here there is just one point that I want to question. It may not be a bug it may just be that I should use it differently.
When I call step()
(which I do during my game loop) if the last step has not been completed it outputs "the BehaviorTree "name" did call step but one Task did not finish on last call of step."
In the source it shows that it outputs that message then just continues. Shouldn't step
return and do nothing until success or fail has been called? I do not feel like slowing down my game loop just to make sure my behaviour has finished before I call step again.
Maybe I should be using it in a different way?
Add decorator for delaying an action.
As of today I have been using behaviortree in node and it's been working great.
I am now in the process of adding behaviortree in my gui app, built with webpack, and I can't seem to get it working.
I either get a
You may need an appropriate loader to handle this file type
or
Selector is not a constructor
I tried many things, from all possible import/require, paths to the node_module combinations, with no luck.
I realize this might just be me being still ignorant about webpack but I can't find a way to make it work.
What would be the best way to create behaviortree objects in a webpack packed app?
This is the basic code I am using:
import {GBranchNode} from "./BranchNode"; //my implementation of the GUI Branchnode class, not BT
import * as main from "../src";
import Sequence from "behaviortree/src"; //behaviortree Sequence class
export class GRoot extends GBranchNode{
constructor(context, x = 10, y = 10)
{
super("Root", context, false, x, y)
this.priority = 0;
this.setPriority(this.priority)
}
action(){
super.action()
main.result = new Sequence({nodes: []}) //Constructor is not defined (or, "get a loader message")
}
}
README.md
I installed behaviortree with
npm i --save behaviortree
Then I copied and pasted the following code (taken from README.md
) into a file called bt_test.js
.
import BehaviorTree, { Sequence, Task, SUCCESS, FAILURE } from 'behaviortree'
BehaviorTree.register('bark', new Task({
run: function(dog) {
dog.bark()
return SUCCESS
}
}))
const tree = new Sequence({
nodes: [
'bark',
new Task({
run: function(dog) {
dog.randomlyWalk()
return SUCCESS
}
}),
'bark',
new Task({
run: function(dog) {
if (dog.standBesideATree()) {
dog.liftALeg()
dog.pee()
return SUCCESS
} else {
return FAILURE
}
}
}),
]
})
});
const dog = new Dog(/*...*/); // the nasty details of a dog are omitted
const bTree = new BehaviorTree({
tree: tree,
blackboard: dog
})
// The "game" loop:
setInterval(function() {
bTree.step();
}, 1000/60)
Then I tried to run it with
node bt_test.js
Firstly the compiler complained about });
on line 33, which I removed.
Secondly, I had problems with the import
keyword.
Running bt_test.js
gave me the following error:
$ node bt_test.js
(function (exports, require, module, __filename, __dirname) { import BehaviorTree, { Sequence, Task, SUCCESS, FAILURE } from 'behaviortree'
^^^^^^^^^^^^
SyntaxError: Unexpected identifier
at new Script (vm.js:74:7)
at createScript (vm.js:246:10)
at Object.runInThisContext (vm.js:298:10)
at Module._compile (internal/modules/cjs/loader.js:670:28)
at Object.Module._extensions..js (internal/modules/cjs/loader.js:713:10)
at Module.load (internal/modules/cjs/loader.js:612:32)
at tryModuleLoad (internal/modules/cjs/loader.js:551:12)
at Function.Module._load (internal/modules/cjs/loader.js:543:3)
at Function.Module.runMain (internal/modules/cjs/loader.js:744:10)
at startup (internal/bootstrap/node.js:238:19)
After reading the documentation at https://nodejs.org/api/esm.html, I
ranamed the file from bt_test.js
to bt_test.mjs
and added the
--experimental-modules
option to the run invocation.
Still I had an error:
$ node --experimental-modules bt_test.mjs
(node:19929) ExperimentalWarning: The ESM module loader is experimental.
file:///home/giacomo/DEV_experimental/bt_nodejs/bt_test.mjs:1
import BehaviorTree, { Sequence, Task, SUCCESS, FAILURE } from 'behaviortree'
^^^^^^^^
SyntaxError: The requested module 'behaviortree' does not provide an export named 'Sequence'
at ModuleJob._instantiate (internal/modules/esm/module_job.js:89:21)
I tried both nodejs version 9.11 and nodejs version 10.4.
Can anyone help me compiling and running the example above?
I want to use BehaviorTree.js in my node project. But the current build assumes it runs in a browser window.
It would be really nice to use UMD (Universal Module Definition) so this code could run in requirejs, commonjs(node), and browsers.
https://github.com/umdjs/umd/blob/master/returnExports.js#L40-60
@Calamari thoughts?
I am asking for an explanation about how to pass parameters to the
behaviortree tasks.
In the README.md file I see that, in a JSON example, the
"cooldown" decorator presents a key called "cooldown" set to 1. I have
tested this decorator and I have seen that his logic is to run the
child node and then wait a number of seconds equal to the "cooldown"
key (I tried with very different values).
I looked at the behaviortree source code and saw that the setConfig function
is overridden in CooldownDecorator.js, like this:
setConfig ({ cooldown = 5 }) {
this.config = {
cooldown
}
}
I think it is this function (which is invoked in the Decorator
constructor - from which CooldownDecorator.js inherits) that reads the
value of the "cooldown" key in the sample JSON and sets it in the
this.config object of CoolDownDecorator. Is it correct?
In this way I seem to have understood how to pass parameters to
decorators, but I do not understand how to apply this functionality to
tasks, since I see that the setConfig function is not present in
Task.js nor in Node.js (from which Task.js inherits).
An example of what I would like to do is the following:
create a "say" task in the BT register that triggers a speech
synthesizer saying the string "utterance" (which by default is
"Hello!")
create a BT defined by a JSON file that uses the "say" task and
specify a parameter with "utterance" as key and "Have a nice day!"
as value (different from the default).
Can you help me with this?
And of course rewrite everything to match that
Hi,
This package is really useful but I'm struggling to implement a cooldown Decorator. Could you advise me why this doesn't work:
First i register the task:
BehaviorTree.register(
"fire",
new Task({
run: function (enemyShip) {
enemyShip.fireMissile();
return SUCCESS;
},
})
);
Then i decorate it:
const decoratedTask = new CooldownDecorator({
node: "fire",
config: 5,
});
Then I use it in the tree:
const tree = new Selector({
nodes: [
new Sequence({
nodes: [
new Task({
run: function (enemyShip) {
return enemyShip.checkIsInMissileRange(environmentDetails)
? SUCCESS
: FAILURE;
},
}),
new Task({
run: function (enemyShip) {
enemyShip.haltToStop(environmentDetails, setTargetShipDetails);
return SUCCESS;
},
}),
decoratedTask,
],
}),
new Sequence({
nodes: [
new Task({
run: function (enemyShip) {
enemyShip.moveToTarget(environmentDetails, setTargetShipDetails);
return SUCCESS;
},
}),
],
}),
],
});
However the task 'fire' is still called for every step of the behaviour tree. Thanks in advance!
Hello!
First thing first, love your work! I love the simplicity of this lib, minimal and easy to use, bravo!
One thing I noticed is some of the required dependencies are mostly dev stuff, but definitely weight big on production builds
"core-js": "^3.11.1",
"eslint-config-prettier": "^8.2.0",
"eslint-plugin-prettier": "^3.4.0",
"prettier": "^2.2.1"
Prettier on its own is fatso and definitely not a need in production
The only one that fits here is core-js, but I'm curious what are the polyfills you are using? Bringing them individually would also bring the bundle size seriously
I might be wrong, but Im sure a lot of the apps that would use this lib would be games, which are all performance bound - removing unnecessary deps would make this lib more attractive (or not needed to be forked)
Keen to hear your thoughts!
i tried import the module into browser by webpack4
as below
import { BehaviorTree, Sequence, Task, SUCCESS, FAILURE } from 'behaviortree'
once i want to check by console.log(BehaviorTree)
, console shows undefined
.
when i tried this way
import { BehaviorTree, Sequence, Task, SUCCESS, FAILURE } from '../node_modules/behaviortree/dist/index.node'
it can work.
but when i tried
import { BehaviorTree, Sequence, Task, SUCCESS, FAILURE } from '../node_modules/behaviortree/dist/index'
it doesn't work.
it seems that this package can only be used in Node, but not applied for web.
I am facing problems on how to use BehaviorTreeImporter for importing a JSON file.
I am trying to compile a nodejs source like this:
import { BehaviorTreeImporter, BehaviorTree, Sequence, Task, SUCCESS, FAILURE } from 'behaviortree'
const treeFromJSON = BehaviorTreeImporter;
I have a BT in bt_sample.json
(taken from the example I found in the README.md).
I naively tried the following commands, without success:
treeFromJSON.parse("bt_sample.json")
treeFromJSON("bt_sample.json")
How can I load the JSON file tree structure into behaviortree?
Is there any documentation on how to structure data in a JSON BT file?
Thank you very much for your attention.
Is there an easy way?
Is it enough to JSON.Stringify my tree and feed it to an importer.parse?
(p.s. I'm sorry I'm uzi-ing all these questions! Know it's for the best as I'm prototyping the GUI I told you before! Thanks in advance for your help :) )
I have three sequences: A, B and C
A has two tasks
B has two tasks
C is A,B
When I run C in my behavior tree, the first task of B doesn't call start (but calls Run), the rest of the tasks work fine.
It even happens if C is A,A or B,B
I read that the latest release 2.0.4 fixed this issue but I am still encountering it
Just want to have this clarified, this second snippet in the screenshot has no relation to the first snippet..
Is it trying to say this:
// Register a task: BehaviorTree.register('testtask', myTask) // Or register a sequence or priority: BehaviorTree.register('test sequence', mySequence)Which you now can simply refer to in your nodes, like:
import { Selector } from 'behaviortree' const mySelector = new Selector({ nodes: ['testtask', 'test sequence'] })
Or am I misunderstanding something?
@Calamari I was looking at your basic inverter decorator which provides a good template for building from, but it's not clear to me how I'd implement this. My assumption is that "loop until success" would only allow one child node, and there would need to be some internal logic in the decorator to handle re-running until success is encountered.
I know this is a fairly specific node type but this might help people like me figure out how to build custom decorators more easily. thoughts?
Hi there! Thanks for writing this great little module. I put together an S-expression parser for it for my own uses, and figured I'd give you a heads up. Cheers!
Consider the following code where I've created a decorator that will add a custom cooldown timer to a BT that will start as soon as the tree experiences a SUCCESS in the sequence that it is wrapping. This concept works excellent when there is 1 tree present.
However, as soon as I instance the class a second time, the two trees exhibit shared behavior. Meaning, as soon as one of the trees experiences a SUCCESS, both of their decorators fire and the cooldown begins for BOTH trees instead of just the one that had the SUCCESS as you would expect.
// Custom decorator that adds a cooldown after a SUCCESS
// Modified from the CooldownDecorator in the repo.
// Original CooldownDecorator times the cooldown from the START of
// the sequence. I need to time from the end of the sequence getting a SUCCESS.
class SuccessCooldownDecorator extends Decorator {
nodeType = 'SuccessCooldownDecorator'
setConfig ({ cooldown }) {
this.config = { cooldown }
}
decorate (run) {
if (this.lock) {
return FAILURE
}
const result = run()
if (result === SUCCESS) {
this.lock = true
setTimeout(() => {
this.lock = false
}, this.config.cooldown * 1000)
}
return result
}
}
// Create a new sequence
BehaviorTree.register('my-sequence', new Sequence({
nodes: [ ... ]
}))
// Implement a custom Decorator around the Sequence
BehaviorTree.register('decorated', new SuccessCooldownDecorator({
node: 'my-sequence',
config: { cooldown: 2 }
}))
// Place the BT inside of a class
class MyContainer {
contructor () {
this.tree = new BehaviorTree({
node: 'decorated',
blackboard: { ... }
})
}
update () {
this.tree.step()
}
}
const inst1 = new MyContainer()
const inst2 = new MyContainer()
If I move the decorator being created out of the register and into the class constructor, it works as expected.
class MyContainer {
contructor () {
this.tree = new BehaviorTree({
node: new SuccessCooldownDecorator({
node: 'my-sequence',
config: { cooldown: 2 }
}),
blackboard: { ... }
})
}
...
}
I tried looking through the Decorator and Node classes to see if I could identify the issue I'm having, but I couldn't find any instances of any global state being used. I'm not sure why doing new Sequence
in the global scope works fine, but doing new Decorator
in the global scope doesn't allow this use case.
Is my custom decorator implementation incorrect? Am I doing something else wrong?
/ *
Root
|
Selector
/ \
Sequence Walk (If Cansee finds the target, the Walk is break)
/ \ |
Cansee Seek |
(need loop execution)
^ - - - - - -|
*/
I have an issue while trying to create a custom decorator.
I have tried a MWE using a decorator that is already present in the library, namely CooldownDecorator
, and it works just fine.
But when I try to build a custom decorator, problems arise.
I created the following decorator:
$ cat IsBallNearDecorator.js
// const { run, SUCCESS, FAILURE, Decorator } = require('behaviortree') // (*)
import { run, SUCCESS, FAILURE, Decorator } from 'behaviortree';
export default class IsBallNearDecorator extends Decorator {
// class IsBallNearDecorator extends Decorator { // (*)
nodeType = 'IsBallNearDecorator';
decorate (run, blackboard) {
console.log("blackboard.isBallNear: "+blackboard.isBallNear);
if (blackboard.isBallNear)
return run()
else
return FAILURE
}
}
// module.exports = IsBallNearDecorator // (*)
Which is very similar to the test src/BehaviorTreeImporter.spec.js
that is present in the library of the behaviortree module.
The class IsBallNearDecorator
is imported into a minimal behaviortree, like this:
$ cat bt__IsBallNearDecorator.js
// const { BehaviorTreeImporter, BehaviorTree, Sequence, Task, SUCCESS, FAILURE } = require('behaviortree') // (*)
import { BehaviorTreeImporter, BehaviorTree, Sequence, Task, SUCCESS, FAILURE } from 'behaviortree';
import { IsBallNearDecorator } from './IsBallNearDecorator.js';
// const IsBallNearDecorator = require('./IsBallNearDecorator'); // (*)
const takeBallTask = new Task({
run: function(blackboard) {
console.log("DEBUG1: takeBall task");
return SUCCESS;
}
});
let importer = new BehaviorTreeImporter();
const json = {
type: 'selector',
name: 'the root',
nodes: [
{
type: 'IsBallNearDecorator',
// type: 'cooldown', cooldown: 1,
name: 'testing around',
node: {
type: 'takeBall',
name: 'take the ball'
}
}
]
};
BehaviorTree.register('IsBallNearDecorator', new IsBallNearDecorator());
BehaviorTree.register('takeBall', takeBallTask);
const blb = {
isBallNear: "asdf"
}
const bTree = new BehaviorTree({
tree: importer.parse(json),
blackboard: blb,
})
setInterval(function () {
bTree.step()
}, 1000 )
When trying to execute the tree, I get the following error:
$ babel-node bt__IsBallNearDecorator.js
/usr/lib/node_modules/babel-cli/node_modules/babel-core/lib/transformation/file/index.js:558
throw err;
^
SyntaxError: /home/giacomo/DEV/behaviortree--nodejs--Calamari/IsBallNearDecorator.js: Unexpected token (7:11)
5 | // class IsBallNearDecorator extends Decorator { // (*)
6 |
> 7 | nodeType = 'IsBallNearDecorator';
| ^
8 |
9 | decorate (run, blackboard) {
10 | console.log("blackboard.isBallNear: "+blackboard.isBallNear);
at Parser.pp$5.raise (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:4454:13)
at Parser.pp.unexpected (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:1761:8)
at Parser.pp$1.parseClassProperty (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:2571:50)
at Parser.pp$1.parseClassBody (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:2516:34)
at Parser.pp$1.parseClass (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:2406:8)
at Parser.pp$1.parseExport (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:2642:19)
at Parser.pp$1.parseStatement (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:1884:74)
at Parser.pp$1.parseBlockBody (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:2268:21)
at Parser.pp$1.parseTopLevel (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:1778:8)
at Parser.parse (/usr/lib/node_modules/babel-cli/node_modules/babylon/lib/index.js:1673:17)
I am not sure if nodeType
is mandatory, so I tried to comment it out (// nodeType = 'IsBallNearDecorator';
), but then I get another error:
$ babel-node bt__IsBallNearDecorator.js
/home/giacomo/DEV/behaviortree--nodejs--Calamari/bt__IsBallNearDecorator.js:33
_behaviortree.BehaviorTree.register('IsBallNearDecorator', new _IsBallNearDecorator.IsBallNearDecorator());
^
TypeError: _IsBallNearDecorator.IsBallNearDecorator is not a constructor
at Object.<anonymous> (/home/giacomo/DEV/behaviortree--nodejs--Calamari/bt__IsBallNearDecorator.js:32:46)
at Module._compile (internal/modules/cjs/loader.js:654:30)
at loader (/usr/lib/node_modules/babel-cli/node_modules/babel-register/lib/node.js:144:5)
at Object.require.extensions.(anonymous function) [as .js] (/usr/lib/node_modules/babel-cli/node_modules/babel-register/lib/node.js:154:7)
at Module.load (internal/modules/cjs/loader.js:566:32)
at tryModuleLoad (internal/modules/cjs/loader.js:506:12)
at Function.Module._load (internal/modules/cjs/loader.js:498:3)
at Function.Module.runMain (internal/modules/cjs/loader.js:695:10)
at Object.<anonymous> (/usr/lib/node_modules/babel-cli/lib/_babel-node.js:154:22)
at Module._compile (internal/modules/cjs/loader.js:654:30)
I also tried invoking node
instead of babel-node
(replacing import
with require(..)
, export default
with module.exports
, ..), but the result is the same error.
I tried to modify the behaviortree library, but I haven't been able to get webpack compile the source code.
Can anyone help me with this issue?
@Calamari
Hi, I am a member of cdnjs project and I want to add this library.
But I don't know the file I should add is "btree-complete.js" or "src/behavior_tree.js".
I want to confirm with you.
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