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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, and behaviorTree { } DSL.
  • Finite State Machines (fsm/): AiState, AiStateMachine, AiStateMachineComponent, and AiStateMachineSystem.
  • 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.