limboai/README.md

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LimboAI - Behavior Trees and Hierarchical State Machines for Godot Engine 4
---
LimboAI is a C++ module for Godot 4 that provides an implementation of Behavior Trees and State Machines, which can be used together to create complex AI behaviors.
>**🛈 Supported Godot Engine: 4.1**
>**🛈 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.
![Textured screenshot](doc/images/behavior-tree-editor.png)
![Textured screenshot](doc/images/behavior-tree-debugger.png)
## Features
- Behavior Trees (BT):
- Use the `BTPlayer` node to execute `BehaviorTree` resources.
- Easily create, edit, and save `BehaviorTree` resources within the editor.
- Combine and nest tasks in a hierarchy to create complex behaviors.
- Control the flow of execution using composite, decorator, and condition tasks.
- Write your own tasks by extending core classes: `BTAction`, `BTCondition`, `BTDecorator` and `BTComposite`.
- Built-in class documentation. Check out the `BehaviorTree` and `BTTask` class documentation to get started.
- Utilize the `Blackboard` for seamless data sharing between tasks.
- Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability.
- Blackboard scopes separate namespaces of variables from subtrees, and enable advanced techniques like sharing data among agents in a group.
- Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues.
- Evaluate the performance of your trees with custom performance monitors.
- Hierarchical State Machine (HSM)
- Extend `LimboState` class to implement state logic.
- `LimboHSM` node serves as a state machine that manages `LimboState` instances and transitions.
- `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances.
- 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.
- Combine state machines with behavior trees using `BTState` for advanced reactive AI.
- Delegation: Instead of extending `LimboState`, utilize vanilla `LimboState` and delegate implementation to provided callback functions. Perfect for game jams and quick prototyping.
- 🛈 Note: Currently, state machine transition setup and initialization must be done through code as there is no GUI editor for state machines at the moment.
## Compiling
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> 🛈 Precompiled builds are a WIP
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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:
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- Providing precompiled builds for download.
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- Creating a non-trivial demo project to showcase the capabilities of LimboAI.
- Exploring the execution history of Behavior Trees in the Visual Debugger.
- Tests and CI.
- Expanding the library of tasks that can be optionally included in the build.
- Implementing an ignore list for tasks that users may want to hide in the task panel.
- GUI editor for state machines.
- Supporting GDExtension in the future, once it matures.