BREAKING CHANGES: - Relationship syntax now requires blocks for all participants - Removed self/other perspective blocks from relationships - Replaced 'guard' keyword with 'if' for behavior tree decorators Language Features: - Add tree-sitter grammar with improved if/condition disambiguation - Add comprehensive tutorial and reference documentation - Add SBIR v0.2.0 binary format specification - Add resource linking system for behaviors and schedules - Add year-long schedule patterns (day, season, recurrence) - Add behavior tree enhancements (named nodes, decorators) Documentation: - Complete tutorial series (9 chapters) with baker family examples - Complete reference documentation for all language features - SBIR v0.2.0 specification with binary format details - Added locations and institutions documentation Examples: - Convert all examples to baker family scenario - Add comprehensive working examples Tooling: - Zed extension with LSP integration - Tree-sitter grammar for syntax highlighting - Build scripts and development tools Version Updates: - Main package: 0.1.0 → 0.2.0 - Tree-sitter grammar: 0.1.0 → 0.2.0 - Zed extension: 0.1.0 → 0.2.0 - Storybook editor: 0.1.0 → 0.2.0
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<main>
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<h1 id="making-characters-act"><a class="header" href="#making-characters-act">Making Characters Act</a></h1>
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<p>In the previous chapter, you created behavior trees with selectors and sequences. Now you will add conditions, action parameters, and decorators to create dynamic, responsive behaviors.</p>
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<h2 id="conditions-if-and-when"><a class="header" href="#conditions-if-and-when">Conditions: if and when</a></h2>
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<p>Conditions let behavior trees react to the world. Use <code>if</code> or <code>when</code> to test a condition before proceeding:</p>
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<pre><code class="language-storybook">behavior Martha_React {
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choose response {
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then bake_path {
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if(inventory_sufficient)
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StartBaking
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}
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then restock_path {
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if(inventory_low)
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OrderSupplies
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}
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CleanWorkstation
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}
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}
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</code></pre>
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<p><code>if(inventory_sufficient)</code> succeeds when inventory is sufficient, and fails otherwise. If it fails, the entire <code>bake_path</code> sequence fails, and the tree moves on to the next option.</p>
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<p><code>if</code> and <code>when</code> are interchangeable – use whichever reads more naturally:</p>
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<pre><code class="language-storybook">// "if" for state checks
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if(health < 20)
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// "when" for event-like conditions
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when(alarm_triggered)
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</code></pre>
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<h3 id="condition-expressions"><a class="header" href="#condition-expressions">Condition Expressions</a></h3>
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<p>Conditions support comparisons and logical operators:</p>
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<pre><code class="language-storybook">// Comparisons
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if(health < 20)
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if(distance > 100)
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if(name == "Martha")
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if(status is Curious) // 'is' is syntactic sugar for ==
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// Logical operators
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if(hungry and tired)
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if(rich or lucky)
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if(not is_dangerous)
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// Combined
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if(health < 50 and not has_potion)
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if((age > 18 and age < 65) or is_veteran)
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</code></pre>
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<h2 id="action-parameters"><a class="header" href="#action-parameters">Action Parameters</a></h2>
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<p>Actions can take named parameters using parenthesis syntax:</p>
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<pre><code class="language-storybook">behavior Martha_BakeSpecial {
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then baking {
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MixDough(recipe: "sourdough", quantity: 10)
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KneadDough(duration: 15m)
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BakeLoaves(temperature: 230, duration: 35m)
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}
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}
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</code></pre>
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<p>Parameters are fields inside <code>( )</code> after the action name. They let you customize behavior without defining separate actions for each variation.</p>
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<h2 id="decorators"><a class="header" href="#decorators">Decorators</a></h2>
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<p>Decorators wrap a single child node and modify its behavior. They are your tools for timing, repetition, and conditional execution.</p>
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<h3 id="repeat--looping"><a class="header" href="#repeat--looping">repeat – Looping</a></h3>
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<pre><code class="language-storybook">// Infinite repeat (checks oven forever)
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repeat {
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CheckOvenTemperature
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}
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// Repeat exactly 3 times
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repeat(3) {
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KneadDough
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}
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// Repeat between 2 and 5 times (random)
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repeat(2..5) {
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FoldDough
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}
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</code></pre>
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<h3 id="invert--flip-results"><a class="header" href="#invert--flip-results">invert – Flip Results</a></h3>
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<p>Inverts success/failure. Useful for “if NOT” conditions:</p>
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<pre><code class="language-storybook">behavior SafeBake {
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choose options {
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then bake_safely {
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invert { OvenOverheating } // Succeeds if oven is NOT overheating
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ContinueBaking
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}
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StopAndInspect
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}
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}
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</code></pre>
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<h3 id="retry--try-again-on-failure"><a class="header" href="#retry--try-again-on-failure">retry – Try Again on Failure</a></h3>
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<p>Retries the child up to N times if it fails:</p>
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<pre><code class="language-storybook">retry(3) {
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LightOven // Try up to 3 times before giving up
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}
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</code></pre>
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<h3 id="timeout--time-limits"><a class="header" href="#timeout--time-limits">timeout – Time Limits</a></h3>
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<p>Fails the child if it does not complete within the duration:</p>
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<pre><code class="language-storybook">timeout(10s) {
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WaitForDoughToRise // Must finish within 10 seconds
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}
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</code></pre>
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<h3 id="cooldown--rate-limiting"><a class="header" href="#cooldown--rate-limiting">cooldown – Rate Limiting</a></h3>
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<p>Prevents the child from running again within the cooldown period:</p>
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<pre><code class="language-storybook">cooldown(30s) {
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CheckOvenTemperature // Can only check once every 30 seconds
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}
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</code></pre>
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<h3 id="if-as-decorator-guard"><a class="header" href="#if-as-decorator-guard">if as Decorator (Guard)</a></h3>
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<p>The <code>if</code> decorator only runs the child when a condition is true:</p>
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<pre><code class="language-storybook">if(has_special_orders) {
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PrepareSpecialBatch // Only prepare when there are orders
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}
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</code></pre>
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<p>This is different from <code>if</code> as a condition node. As a decorator, <code>if</code> wraps a child and gates its execution. As a condition node, <code>if</code> is a simple pass/fail check inline in a sequence.</p>
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<h3 id="succeed_always-and-fail_always"><a class="header" href="#succeed_always-and-fail_always">succeed_always and fail_always</a></h3>
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<p>Force a result regardless of the child:</p>
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<pre><code class="language-storybook">// Try bonus task, but don't fail the routine if it fails
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succeed_always {
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ExperimentWithNewRecipe
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}
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// Temporarily disable a feature
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fail_always {
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UntestedBakingMethod
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}
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</code></pre>
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<h2 id="combining-decorators"><a class="header" href="#combining-decorators">Combining Decorators</a></h2>
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<p>Decorators can nest for complex control:</p>
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<pre><code class="language-storybook">behavior ResilientAction {
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// Only run if oven is ready, with 20s timeout, retrying up to 3 times
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if(oven_ready) {
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timeout(20s) {
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retry(3) {
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BakeDelicateItem
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}
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}
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}
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}
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</code></pre>
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<p>Execution flows outside-in: first the <code>if</code> checks the oven, then the timeout starts, then the retry begins.</p>
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<h2 id="subtree-references"><a class="header" href="#subtree-references">Subtree References</a></h2>
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<p>The <code>include</code> keyword references another behavior tree, enabling reuse:</p>
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<pre><code class="language-storybook">behavior SourdoughRecipe {
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then sourdough {
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MixDough(recipe: "sourdough", quantity: 10)
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KneadDough(duration: 15m)
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FirstRise(duration: 2h)
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ShapeLoaves
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}
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}
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behavior Martha_DailyRoutine {
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choose daily_priority {
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then special_orders {
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if(has_special_orders)
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include SpecialOrderBehavior
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}
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include SourdoughRecipe // Reuse sourdough behavior
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}
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}
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</code></pre>
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<p>Subtrees help you avoid duplicating behavior logic. You can also reference behaviors from other modules using qualified paths:</p>
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<pre><code class="language-storybook">include behaviors::baking::sourdough
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include behaviors::service::greet_customer
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</code></pre>
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||
<h2 id="behavior-linking-with-priorities"><a class="header" href="#behavior-linking-with-priorities">Behavior Linking with Priorities</a></h2>
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||
<p>Characters can link to multiple behaviors with priorities and conditions:</p>
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<pre><code class="language-storybook">character Martha: Human {
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uses behaviors: [
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{
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tree: BakerRoutine
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priority: normal
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},
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{
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tree: HandleEmergency
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when: emergency_detected
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priority: high
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},
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{
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tree: HandleHealthInspection
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when: inspector_present
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priority: critical
|
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}
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]
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}
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</code></pre>
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<p>The runtime evaluates behaviors by priority (critical > high > normal > low). Higher-priority behaviors preempt lower-priority ones when their conditions are met.</p>
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<h2 id="a-complete-example"><a class="header" href="#a-complete-example">A Complete Example</a></h2>
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<p>Here is a complete behavior tree for handling the morning rush:</p>
|
||
<pre><code class="language-storybook">behavior MorningRush_Routine {
|
||
---description
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The bakery's morning rush routine: serve customers, restock,
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and keep the ovens running.
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||
---
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||
|
||
repeat {
|
||
then rush_cycle {
|
||
// Serve any waiting customers
|
||
choose service_mode {
|
||
then serve_regular {
|
||
if(customer_waiting)
|
||
GreetCustomer
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||
TakeOrder
|
||
PackageItems
|
||
CollectPayment
|
||
}
|
||
|
||
then restock {
|
||
if(display_low)
|
||
FetchFromKitchen
|
||
ArrangeOnShelves
|
||
}
|
||
}
|
||
|
||
// Check ovens between customers
|
||
timeout(5s) {
|
||
CheckAllOvens
|
||
}
|
||
|
||
PrepareNextBatch
|
||
}
|
||
}
|
||
}
|
||
</code></pre>
|
||
<p>This tree repeats forever: serve a customer or restock the display, check the ovens, and prepare the next batch.</p>
|
||
<h2 id="next-steps"><a class="header" href="#next-steps">Next Steps</a></h2>
|
||
<p>You now know the full toolkit for behavior trees. In <a href="./05-advanced-behaviors.html">Advanced Behaviors</a>, you will learn patterns for building complex AI systems with nested trees, state-based switching, and modular design.</p>
|
||
<hr />
|
||
<p><strong>Reference</strong>: See <a href="../reference/12-decorators.html">Decorators Reference</a> for all decorator types and <a href="../reference/17-expressions.html">Expression Language</a> for complete condition syntax.</p>
|
||
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