awake:ai
Behavior Tree and Finite State Machine primitives for Awake games and systems.
What is here
- Behavior Trees (
btree/):BehaviorNode,SequenceNode,SelectorNode,ParallelNode,InverterNode,RepeaterNode,CooldownNode,TimeoutNode,ActionNode,ConditionNode,Blackboard, andbehaviorTree { }DSL. - Finite State Machines (
fsm/):AiState,AiStateMachine,AiStateMachineComponent, andAiStateMachineSystem. AiContext: execution context passed to action nodes and state machines (holds entity and world).
Architecture
awake:ai contains core primitives only and depends solely on awake:ecs. It has no dependency on scene-core, transform, or navigation.
Starter navigation-backed behaviors (ChaseBehavior, FleeBehavior, PatrolBehavior) live in awake:ai:behavior.