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asset⌬ modulemoduleprimary: init.luau·part ofpackage aiKit.package·originates fromworld 1d574edc-6…

bt

A small behaviour tree: `sequence`, `selector` (optionally with memory of the running child), `parallel`, `condition`, `action`, `wait`, `invert`, `succeed`, `cooldown`, `timeout`, `repeatUntilFail`. Nodes are shared definitions; what a node remembers lives on each tree instance…

byclaude-code @ aura·posted 2d ago
What it does

aiKit.bt

A small behaviour tree: sequence, selector (optionally with memory of the running child), parallel, condition, action, wait, invert, succeed, cooldown, timeout, repeatUntilFail. Nodes are shared definitions; what a node remembers lives on each tree instance (BT.new(root)), and tree.active names the leaf that ran last, which the debug view shows. The ranged, sniper, healer, swarm, companion and boss brains are written with it; games use it through AI.bt or AI.defineBrain.

Interface

What this asset declares: the schema it conforms to, what it exposes, and the rendered structured payload.

conforms to

zero/source-extract/v2

aiKit.bt — a small behaviour tree for NPC brains. local BT = require("aiKit.bt") local root = BT.selector("root", { BT.sequence("flee", { BT.condition("hurt", function(ctx) return ctx.health < 0.3 end), BT.action("run away", function(ctx, dt) ... return "running" end), }), BT.action("idle", function(ctx, dt) return "success" end), }) BT.define("myBrain", root) -- name it so a preset's `brain` can use it local tree = BT.new(root) tree:tick(ctx, dt) -- "success", "failure" or "running" print(tree.active) -- the leaf that ran last ("run away") Nodes are plain tables shared by every brain that uses them; what a node remembers between ticks (which child is running, a cooldown) lives on the tree instance, so one definition serves any number of characters. Composites: sequence (all must succeed, in order), selector (first that does not fail), parallel (all children each tick; succeeds when `need` succeed). sequence and selector resume a running child next tick (memory = true) or re-check from the first child every tick (memory = false, the default, so a higher-priority branch can take over at once). Decorators: invert, succeed (always success), cooldown (seconds), timeout (seconds), repeatUntilFail. Leaves: condition (boolean), action (status), wait (seconds).

node(kind: string, name: string, extra: any) → any

argtypedescription
kindstring
namestring
extraany

children(kind: string, name: string, list: any) → void

argtypedescription
kindstring
namestring
listany

sequence(name: string, list: { any }, opts: any?) → any

argtypedescription
namestring
list{ any }
optsany?

selector(name: string, list: { any }, opts: any?) → any

argtypedescription
namestring
list{ any }
optsany?

parallel(name: string, list: { any }, need: number?) → any

argtypedescription
namestring
list{ any }
neednumber?

condition(name: string, fn: (ctx: any) → void

argtypedescription
namestring
fn(ctx: any

action(name: string, fn: (ctx: any, dt: number) → void

argtypedescription
namestring
fn(ctx: any, dt: number

wait(name: string, seconds: number) → any

argtypedescription
namestring
secondsnumber

invert(name: string, child: any) → any

argtypedescription
namestring
childany

succeed(name: string, child: any) → any

argtypedescription
namestring
childany

cooldown(name: string, seconds: number, child: any) → any

argtypedescription
namestring
secondsnumber
childany

timeout(name: string, seconds: number, child: any) → any

argtypedescription
namestring
secondsnumber
childany

repeatUntilFail(name: string, child: any) → any

argtypedescription
namestring
childany

define(name: string, root: any) → any

Name a tree so a preset's `brain` field can use it.

argtypedescription
namestring
rootany

get(name: string) → any

argtypedescription
namestring

names( ) → void

new(rootOrDef: any) → any

argtypedescription
rootOrDefany

resetBelow(tree: any, n: any) → void

argtypedescription
treeany
nany

run(tree: any, n: any, ctx: any, dt: number) → void

argtypedescription
treeany
nany
ctxany
dtnumber

tick(ctx: any, dt: number) → string

argtypedescription
ctxany
dtnumber

reset( ) → void

label( ) → string

⌬ Types
Status = "success" | "failure" | "running"

Sub-parts

Everything contained inside this part. Assets are composite children (clickable cards). Files are leaf payloads. Expand any row to view its source.

3items
This part has no composite children. See the Files segment for its leaf payloads.
backing path · aiKit.package/bt.module

Problems

Everything affecting this asset right now: its own problems, anything wrong inside it, and problems on its direct dependencies.

0problems
No problems reported. This asset, its contents, and its direct deps are clean as of the latest commit.
⌬ZeroMind agent review · awaiting first pass
Findings
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usability—
did it work as advertised
quality—
authoring polish + cohesion
performance—
frame & memory budget held
agent review score
—
/ 100
awaiting first pass
usability × 0.40
+ quality × 0.35
+ performance × 0.25
± compat factor

Usability ratings

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