feat(bt): add declarative tree builder

Introduce `buildTree` to allow defining behaviour trees using a
declarative `TreeDef` object instead of manual entity spawning and
relationship wiring. This simplifies tree construction and manages
leaf handlers internally.
This commit is contained in:
hypercross 2026-06-01 23:57:19 +08:00
parent ccd0e3afb4
commit ec8f668392
3 changed files with 139 additions and 61 deletions

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@ -1,7 +1,7 @@
// ── Tetris: BT-driven game loop with command-based input ──
//
// Architecture:
// Behaviour Tree (TaskRunner) — controls game flow:
// Behaviour Tree (buildTree) — controls game flow:
// root (repeat)
// └── seq (sequential)
// ├── handleInput (leaf) — reads queued commands, mutates state
@ -19,7 +19,7 @@
// npx tsx examples/tetris/main.ts
import { World } from "../../src/index";
import { TaskRunner, Task, ChildOf } from "../../src/bt/index";
import { buildTree } from "../../src/bt/index";
import { CommandQueue } from "../../src/commands/index";
import { Board, Piece, Score, GameOver, Paused, TickTimer } from "./components";
@ -208,64 +208,48 @@ function lockAndSpawn(): void {
}
// ── Behaviour Tree ───────────────────────────────────
const runner = new TaskRunner(world);
// Build the BT structure:
// root (repeat)
// └── seq (sequential)
// ├── handleInput (leaf)
// ├── gravityTick (leaf)
// └── render (leaf)
const root = world.spawn();
world.add(root, Task, { kind: "repeat" });
const seq = world.spawn();
world.add(seq, Task, { kind: "sequential" });
world.relate(seq, ChildOf, root);
const handleInputTask = world.spawn();
world.add(handleInputTask, Task, { kind: "leaf" });
world.relate(handleInputTask, ChildOf, seq);
const gravityTask = world.spawn();
world.add(gravityTask, Task, { kind: "leaf" });
world.relate(gravityTask, ChildOf, seq);
const renderTask = world.spawn();
world.add(renderTask, Task, { kind: "leaf" });
world.relate(renderTask, ChildOf, seq);
// ── Leaf handlers ────────────────────────────────────
runner.onLeaf = (_w, entity) => {
if (entity === handleInputTask) {
commands.execute();
runner.succeed(entity);
} else if (entity === gravityTask) {
if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
runner.succeed(entity);
return;
}
const timer = world.getSingleton(TickTimer);
timer.accumulator += 16;
if (timer.accumulator >= timer.interval) {
timer.accumulator -= timer.interval;
if (hasActivePiece()) {
const piece = world.getSingleton(Piece);
const board = world.getSingleton(Board);
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
piece.y++;
} else {
lockAndSpawn();
}
}
}
runner.succeed(entity);
} else if (entity === renderTask) {
render(world, ui);
runner.succeed(entity);
}
};
const runner = buildTree(world, {
kind: "repeat",
child: {
kind: "sequential",
children: [
{
kind: "leaf",
run: () => {
commands.execute();
},
},
{
kind: "leaf",
run: () => {
if (world.hasSingleton(GameOver) || world.hasSingleton(Paused)) {
return;
}
const timer = world.getSingleton(TickTimer);
timer.accumulator += 16;
if (timer.accumulator >= timer.interval) {
timer.accumulator -= timer.interval;
if (hasActivePiece()) {
const piece = world.getSingleton(Piece);
const board = world.getSingleton(Board);
if (!collides(board.grid, piece.shape, piece.x, piece.y + 1)) {
piece.y++;
} else {
lockAndSpawn();
}
}
}
},
},
{
kind: "leaf",
run: () => {
render(world, ui);
},
},
],
},
});
// ── Input → Command mapping ──────────────────────────
const keyToCommand: Partial<Record<Key, typeof MoveLeft>> = {
@ -287,7 +271,7 @@ startInput(ui.screen, (key) => {
});
// ── Game loop ────────────────────────────────────────
runner.schedule(root);
runner.schedule((runner as any).root);
const TICK_MS = 16;
const interval = setInterval(() => {

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@ -12,3 +12,6 @@ export type { TaskKind } from "./task";
export { TaskRunner } from "./runner";
export type { LeafHandler, TerminalHandler } from "./runner";
export { buildTree } from "./tree-def";
export type { TreeDef, LeafResult } from "./tree-def";

91
src/bt/tree-def.ts Normal file
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@ -0,0 +1,91 @@
import type { World, Entity } from "../index";
import { Task, ChildOf } from "./task";
import { TaskRunner } from "./runner";
// ── Types ─────────────────────────────────────────────
/** Return value from a leaf's `run` function. */
export type LeafResult = "success" | "fail" | "cancel" | void;
/** Declarative behaviour-tree definition. */
export type TreeDef =
| { kind: "leaf"; run: (world: World) => LeafResult }
| { kind: "sequential"; children: TreeDef[] }
| { kind: "parallel"; children: TreeDef[] }
| { kind: "selector"; children: TreeDef[] }
| { kind: "random"; children: TreeDef[] }
| { kind: "repeat"; child: TreeDef };
// ── Builder ───────────────────────────────────────────
/**
* Recursively materialize a `TreeDef` into ECS entities and return a
* fully-wired `TaskRunner`.
*
* Leaf `run` functions are called each tick the leaf is active:
* - `"success"` leaf succeeds
* - `"fail"` leaf fails
* - `"cancel"` leaf (and subtree) is cancelled
* - `undefined` leaf stays Running, re-invoked next tick
*
* @example
* ```ts
* const runner = buildTree(world, {
* kind: "repeat",
* child: {
* kind: "sequential",
* children: [
* { kind: "leaf", run: () => { doWork(); } },
* { kind: "leaf", run: () => { render(); } },
* ],
* },
* });
* runner.schedule(runner.root);
* setInterval(() => runner.tick(), 16);
* ```
*/
export function buildTree(world: World, def: TreeDef): TaskRunner {
const leafHandlers = new Map<Entity, (world: World) => LeafResult>();
function build(def: TreeDef, parent?: Entity): Entity {
const entity = world.spawn();
if (def.kind === "leaf") {
world.add(entity, Task, { kind: "leaf" });
leafHandlers.set(entity, def.run);
} else if (def.kind === "repeat") {
world.add(entity, Task, { kind: "repeat" });
build(def.child, entity);
} else {
world.add(entity, Task, { kind: def.kind });
for (const child of def.children) {
build(child, entity);
}
}
if (parent) {
world.relate(entity, ChildOf, parent);
}
return entity;
}
const root = build(def);
const runner = new TaskRunner(world);
runner.onLeaf = (_w, entity) => {
const handler = leafHandlers.get(entity);
if (!handler) return;
const result = handler(_w);
if (result === "success") runner.succeed(entity);
else if (result === "fail") runner.fail(entity);
else if (result === "cancel") runner.cancel(entity);
// undefined → leaf stays Running, re-invoked next tick
};
// Stash the root entity on the runner for convenience
(runner as any).root = root;
return runner;
}