Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

Resources

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

Resources

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
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Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

Resources

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

Resources

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages

, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Repository files navigation

What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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What's this project?

This is an extension of behavior_tree project, which adds ability of defining behavior trees from a script language.

Project is based on ChaiScript library. It uses also Catch2 for unit testing.

How does it work?

Project introduces class IScriptedBehaviorTree as a base for concrete implementations of embedding an script language for BehaviorTree class.

At this moment there is implemented ChaiScriptedBehaviorTree, which defines interface for adding and positioning behavior nodes from ChaiScript.

Who will use this project?

Everyone who needs behavior trees' based AI system and don't want to hard coding their behavior trees structure. :) Project is distributed under MIT license.

An example

Source code of this example you can find in example.chai and main.cpp.

Let's define the same tree like in the behavior_tree example, but from the ChaiScript's level. :)

Example behavior tree

We have designed our tree for simple behavior: actor has to say "hello" once and then it should look around.

Let's implement a C++ base for further scripted extension:

// C++
#include"scripted_behavior_tree/ChaiScriptedBehaviorTree.hpp"voidevaluate_bt(BehaviorTree &bt);
intmain()
{
// The main difference against regular// BehaviorTree is that you have to provide// a path to the script file in the constructor// and then call load_tree() method, which could// throw an exception.// You have to be careful when evaluating an// ChaiScriptedBehaviorTree - if there are bugs// in script file, an exception will be thrown.const std::string script_path{"./example.chai"};
ChaiScriptedBehaviorTree bt{script_path};
try
{
bt.load_tree();
std::cout << "#nodes: " << bt.get_node_count() << '\n';
bt.print(std::cout);
evaluate_bt(bt);
evaluate_bt(bt);
}
catch(std::exception &ex)
{
std::cerr << "Oooops, your's Chai is cold now. :<\n" << ex.what();
return1;
}
}
voidevaluate_bt(BehaviorTree &bt)
{
staticsize_t counter = 0;
// some printing...
std::cout << "----- " << counter++ << ". eval: \n";
// go back to root node wherever our tree actually is:
bt.set_at_absolutely();
auto tree_state = bt.evaluate();
// some more printing...switch(tree_state)
{
case BehaviorState::undefined:
{
std::cout << "\nundefined\n";
break;
}
case BehaviorState::success:
{
std::cout << "\nsuccess\n";
break;
}
case BehaviorState::failure:
{
std::cout << "\nfailure\n";
break;
}
case BehaviorState::running:
{
std::cout << "\nrunning\n";
break;
}
}
}

Let's assume that we have some class where saidHello is an bool member variable, canLookAround is some method which checks whether actor could looks around or not and we've prepared our actor for doing all of the stuff described in action nodes, like Stop or Say, etc.. Simple dummy class Actor satisfies those assumptions:

// ChaiScript// dummy mock class represents an ActorclassActor
{
// c-tor
def Actor()
{
this.saidHello =false;
this.rotating =false;
this.lookAroundCounter =0;
this.lookAroundLimiter =5;
this.stoppedCounter =0;
this.rotateCounter =0;
}
// methods
def sayHello()
{
print("Hello!\n");
this.saidHello =true;
}
def canLookAround()
{
if(this.lookAroundCounter >=this.lookAroundLimiter)
{
returnfalse;
}
++this.lookAroundCounter;
returntrue;
}
def isStopped()
{
++this.stoppedCounter;
if(this.stoppedCounter %3==0) // 2/3 of checks will fail
{
returntrue;
}
returnfalse;
}
def stop()
{
print("Stop.");
}
def isStillRotating()
{
if(this.rotating ==false)
{
returnfalse;
}
++this.rotateCounter;
if(this.rotateCounter %5==0) // 4/5 of checks will confirm that actor is rotating
{
returnfalse;
}
returntrue;
}
def rotate(degrees)
{
if(this.rotating ==true)
{
return;
}
this.rotating =true;
print("I'll turn ${degrees} degrees!\n");
}
// class' datavar saidHello;
var rotating;
var lookAroundCounter;
var lookAroundLimiter;
var stoppedCounter;
var rotateCounter;
}

Lets create an instance of the Actor class:

// ChaiScript
global hero =Actor();

Every instance of ChaiScriptedBehaviorTree has registered for script a global variable called BT of BehaviorTree type, which points to this. In the script you just call positioning and adding methods on the BT object. All the rules from BehaviorTree are still in effect.

Let's implement the behavior tree:

// ChaiScriptBT.AddSelector(); // rootBT.AddSequence(); // sayHelloBT.AddSequence(); // lookAround// set active node: first (zero-based indexing) child of root:BT.SetAtAbsolutely(0);
BT.AddInvert();
// go to first child of invert decorator node:BT.SetAtRelatively(0);
// saidHello condition node:BT.AddCondition(fun()
{
return hero.saidHello;
});
// get back to the 'sayHello' sequence:BT.SetAtAbsolutely(0);
// add say "Hello" action node:BT.AddAction(fun()
{
hero.sayHello();
returnStateSuccess;
});
// set as active 'lookAround' sequence:BT.SetAtAbsolutely(1);
// canLookAround condition node:BT.AddCondition(fun()
{
return hero.canLookAround();
});
// Stop action node:BT.AddAction(fun()
{
if(hero.isStopped() ==true)
{
returnStateSuccess;
}
hero.stop();
returnStateRunning;
});
// Rotate360 action:BT.AddAction(fun()
{
hero.rotate(360);
if(hero.isStillRotating() ==true)
{
returnStateRunning;
}
returnStateSuccess;
});

And... that's all. You have the host application with easily extensible behavior tree, loaded in runtime.

If you feel confused of the example code, please look at the example in behavior_tree project first.

Source code of this example you can find in example.chai and main.cpp.

Registered interface for scripting

Identifiers are listed as follows:

  1. ChaiScript version as C++ equivalent

Mapping of BehaviorState enum:

  1. BehaviorState as BehaviorState
  2. StateFailure as BehaviorState::failure
  3. StateSuccess as BehaviorState::success
  4. StateRunning as BehaviorState::running

Mapping of BehaviorTree class:

  1. BT as the reference to an instance of BehaviorTree class
  2. AddSelector as BehaviorTree::add_selector
  3. AddSequence as BehaviorTree::add_sequence
  4. AddAction as BehaviorTree::add_action
  5. AddCondition as BehaviorTree::add_condition
  6. AddInvert as BehaviorTree::add_invert
  7. AddLoop as BehaviorTree::add_loop
  8. AddMaxNTries as BehaviorTree::add_max_N_tries
  9. SetAtId as BehaviorTree::set_at_id
  10. SetAtAbsolutely as BehaviorTree::set_at_absolutely
  11. SetAtRelatively as BehaviorTree::set_at_relatively

About

This project extends behavior_tree with ability of defining BT in scripts, loaded during runtime.

Resources

Stars

0 stars

Watchers

2 watching

Forks

Releases

Packages

Contributors

Languages