A modular behavior tree implementation addon for Godot4, with a user-friendly, extendable system allowing for adaptive AI that reacts to its environment and perform many actions without the code turning spagetti with each iteration.
With this addon you can make complex NPCs to populate your world, or bosses that can go through multiple phases with the combination of simple actions and flow control.
Setup tree structure easily using nodes. (image: Scene tab)
Bahavior trees are highly scalable by design, allowing for iterable design where nodes are added/removed to reach a complex AI one step at a time. (image: complex setup, highlight sub-sections)
Built-in nodes offer customization whenever possible, and if ... extend any class and make your own! (exports (timer min/max, tree...), entending classes) (image)
A powerful and optimized debugger that allows for viewing active behavior trees, their decision making and data (blackboards) in real-time. It also allows for overriding the flow to help with debugging. (image: debugger)
(projects gifs, link to projects playable HTML and source code)
If you are new to behavior trees or wish to refresh your knowledge of how they work start here.
Documentations of this addon and its features can be found here.
All tasks and notes can be found here.
Code related smaller tasks and problems can be found in code by searching for "TODO"s
(requesting features)
-godot style guide -work around user error -optimize icons https://docs.godotengine.org/en/stable/contributing/development/editor/creating_icons.html#icon-optimization