# Your First Behavior Tree Behavior trees define how characters make decisions. They model the thought process: "Try this first, and if it fails, try that instead." In this chapter, you will create your first behavior tree for Martha. ## What is a Behavior Tree? A behavior tree is a hierarchy of nodes that executes from top to bottom. Each node either **succeeds** or **fails**, and the tree uses that result to decide what to do next. There are two fundamental building blocks: - **`choose`** (Selector): Try children in order until one succeeds. Think "try A, else try B, else try C." - **`then`** (Sequence): Run children in order, stopping if any fails. Think "do A, then B, then C -- all must succeed." ## Your First Tree Let us give Martha a simple baking behavior: ```storybook behavior Martha_BakeRoutine { choose what_to_do { then fill_special_orders { CheckSpecialOrders PrepareSpecialIngredients BakeSpecialItem } then daily_bread { MixDough KneadDough BakeLoaves } CleanWorkstation } } ``` Reading this as a story: > Martha will **choose** what to do. First, she tries to **fill special orders**: she checks for orders, prepares special ingredients, and bakes the item. If that path fails (maybe there are no special orders), she tries **daily bread**: she mixes dough, kneads it, and bakes loaves. If even that fails, she simply cleans her workstation. ## Understanding choose (Selector) A `choose` node tries its children one at a time. As soon as one succeeds, it stops and returns success. If all children fail, it returns failure. ```storybook choose response { HandleUrgentOrder // Try first: handle urgent order ServeCustomer // If that fails: serve a customer RestockShelves // If that fails: restock } ``` This is like a priority list -- the first successful option wins. ## Understanding then (Sequence) A `then` node runs its children in order. If any child fails, the whole sequence fails and stops. All children must succeed for the sequence to succeed. ```storybook then make_sourdough { MixDough // Must succeed KneadDough // Must succeed FirstRise // Must succeed ShapeLoaves // Must succeed } ``` If `MixDough` fails (no flour available), the whole process stops. ## Naming Your Nodes Both `choose` and `then` accept optional labels: ```storybook choose daily_priority { then morning_baking { ... } then afternoon_sales { ... } } ``` Labels are optional but highly recommended. They make your trees readable as narratives and help with debugging. Compare: ```storybook // Without labels (hard to read) choose { then { MixDough, BakeLoaves } then { ServeCustomer, CollectPayment } } // With labels (reads like a story) choose priority { then baking { MixDough, BakeLoaves } then sales { ServeCustomer, CollectPayment } } ``` ## Combining choose and then Behavior trees become powerful when you nest selectors and sequences: ```storybook behavior Jane_PastryRoutine { choose pastry_priorities { // Highest priority: fill custom cake orders then custom_orders { ReviewCakeOrder DesignDecoration BakeAndDecorate PackageForPickup } // If no orders: prepare display pastries then display_pastries { RollPastryDough PrepareFillings AssemblePastries ArrangeDisplay } // Default: experiment with new recipes ExperimentWithFlavors } } ``` Reading this as narrative: > Jane always prioritizes custom cake orders. She reviews the order, designs the decoration, bakes and decorates, then packages it. If there are no orders, she prepares display pastries. If there is nothing else to do, she experiments with new flavors. ## Actions The leaf nodes in a behavior tree are **actions** -- concrete things a character does: ```storybook MixDough // Simple action KneadDough // Simple action ServeCustomer // Simple action ``` Actions are identifiers that the runtime interprets. They represent the actual behaviors executed in your simulation. ## A Complete Example Here is a behavior tree for the morning rush at the bakery: ```storybook behavior Bakery_MorningRush { ---description Handles the busy morning rush when customers are lining up for fresh bread and pastries. --- choose morning_priority { then serve_waiting_customer { GreetCustomer TakeOrder PackageItems CollectPayment ThankCustomer } then restock_display { CheckDisplayLevels FetchFromKitchen ArrangeOnShelves } then quick_bake { CheckInventory StartQuickBatch MonitorOven } } } ``` Notice the prose block (`---description ... ---`) at the top of the behavior. You can document what the behavior does right alongside the code. ## Behavior-Character Connection Characters link to behaviors using the `uses behaviors` clause: ```storybook character Martha: Human { age: 34 uses behaviors: [ { tree: Martha_BakeRoutine }, { tree: HandleEmergency } ] } ``` This tells the simulation that Martha uses two behavior trees. We will cover advanced behavior linking (priorities, conditions) in [Making Characters Act](./04-making-characters-act.md). ## Next Steps Your behavior trees so far make decisions between options and run sequences of actions. In [Making Characters Act](./04-making-characters-act.md), you will learn how to add conditions, decorators, and parameters to create truly dynamic behaviors. --- **Reference**: For complete behavior tree syntax, see the [Behavior Trees Reference](../reference/11-behavior-trees.md).