Module src/behaviourtree

This file contains the implementation of several classes and functions used to create and manipulate behavior trees. A behavior tree is a tree-like structure used to model the behavior of an agent in a game or simulation. The tree is made up of nodes, each of which represents a specific behavior or action that the agent can perform. The nodes are connected by edges, which represent the order in which the behaviors should be executed. The root node of the tree represents the overall behavior of the agent, and its children represent the sub-behaviors that make up that behavior. The behavior tree is executed by traversing the tree from the root node to the leaf nodes, following the edges in the order specified by the tree. The implementation includes several types of nodes, such as condition nodes, sequence nodes, priority nodes, parallel nodes, event nodes, and latch nodes. These nodes can be combined in various ways to create complex behaviors for the agent.

Index

Enumerations

Classes

Functions