LimboAI is a C++ module for Godot Engine 4 that provides an implementation of Behavior Trees and State Machines, which can be used together to create complex AI behaviors.
>**🛈 License**: Use of this source code is governed by an MIT-style license that can be found in the LICENSE file or at https://opensource.org/licenses/MIT.
A Behavior Tree (BT) is a powerful hierarchical structure used to model and control the behavior of agents in a game. It comprises tasks that represent specific actions or decision-making rules. When executed, the Behavior Tree starts from the root task and traverses down to the leaf tasks, which correspond to the actual actions or behaviors that the agent should perform. For detailed information on how various BT tasks function, please refer to the class documentation. The BTTask class serves as a good starting point.
- Event-based: Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
- Delegation: Instead of extending `LimboState`, utilize the vanilla `LimboState` and delegate implementation to provided callback functions. Perfect for game jams and quick prototyping.
To incorporate this module, you'll need to build Godot Engine from source with LimboAI module included.
Building From Source:
- Download the Godot Engine source code and put this module source into the `modules/limboai` directory.
- Consult the Godot Engine documentation for instructions on [how to build from source code](https://docs.godotengine.org/en/stable/contributing/development/compiling/index.html).
- If you plan to export a game utilizing the LimboAI module, you'll need to build export templates as well.
## Contributing
All contributions are welcome! Feel free to open issues with bug reports and feature requests, and submit PRs.
## Roadmap
Features and improvements that may be implemented in the future: