4.7 KiB
OpenSpec Change: enterprise-gaming-behavior-tree
- Change ID: enterprise-gaming-behavior-tree
- Package:
@suaveplan/behavior-tree - Category: gaming/ai
- Target path:
gaming/ai/behavior-tree - Status: PROPOSED
- Date: 2026-04-24
- Reference spec:
/mnt/s/web/suaveplan/enterprise/behavior-tree.md
Summary
Deliver @suaveplan/behavior-tree on the genesis branch from scratch at enterprise quality. The package provides a behavior tree engine with composite nodes (Sequence, Selector, Parallel), decorator nodes (Inverter, Repeater, Cooldown, Timeout), leaf nodes (Action, Condition, Wait), a typed Blackboard for shared agent state, and a fluent builder API. BehaviorTreeRunner advances the tree one tick at a time returning SUCCESS | FAILURE | RUNNING. Genesis adds Zod blackboard key schemas, structured errors, OTel tick-duration histogram, injectable clock, and property tests for tree traversal invariants.
Current-state audit (genesis)
Package does not exist on genesis yet — fresh build.
Available workspace deps on genesis
| Package | Role |
|---|---|
@suaveplan/error (workspace:^) |
BehaviorTreeError; BT.* codes |
@suaveplan/types (workspace:^) |
Clock |
zod (catalog:forms) |
Blackboard key schemas |
@opentelemetry/api (catalog:observability) |
Tick duration histogram |
Public API surface
type NodeStatus = 'SUCCESS' | 'FAILURE' | 'RUNNING'
interface TreeNode {
readonly name: string
tick(blackboard: Blackboard, dt: number): NodeStatus
reset(): void
}
// Composites
function sequence(name: string, children: TreeNode[]): TreeNode
function selector(name: string, children: TreeNode[]): TreeNode
function parallel(name: string, children: TreeNode[], successPolicy?: 'all' | 'any', failurePolicy?: 'all' | 'any'): TreeNode
// Decorators
function inverter(name: string, child: TreeNode): TreeNode
function repeater(name: string, child: TreeNode, times?: number): TreeNode // undefined = forever
function cooldown(name: string, child: TreeNode, cooldownSeconds: number, clock?: Clock): TreeNode
function timeout(name: string, child: TreeNode, timeoutSeconds: number, clock?: Clock): TreeNode
// Leaves
function action(name: string, fn: (bb: Blackboard, dt: number) => NodeStatus): TreeNode
function condition(name: string, fn: (bb: Blackboard) => boolean): TreeNode
function wait(name: string, durationSeconds: number, clock?: Clock): TreeNode
// Blackboard
function createBlackboard<T extends Record<string, unknown>>(initial?: Partial<T>): Blackboard<T>
interface Blackboard<T extends Record<string, unknown> = Record<string, unknown>> {
get<K extends keyof T>(key: K): T[K] | undefined
set<K extends keyof T>(key: K, value: T[K]): void
has(key: keyof T): boolean
delete(key: keyof T): void
clear(): void
clone(): Blackboard<T>
}
// Runner
function createBehaviorTreeRunner(root: TreeNode, blackboard: Blackboard, clock?: Clock): BehaviorTreeRunner
interface BehaviorTreeRunner {
tick(dt: number): NodeStatus
reset(): void
readonly lastStatus: NodeStatus | null
readonly tickCount: number
}
// Fluent builder
function bt(name: string): BehaviorTreeBuilder
Error codes
type BtErrorCode =
| 'BT_EMPTY_COMPOSITE'
| 'BT_BLACKBOARD_KEY_NOT_FOUND'
| 'BT_NODE_TICK_FAILED'
| 'BT_INVALID_POLICY'
New additions for genesis
- Parallel policies — configurable success/failure policies for parallel composite.
- Cooldown decorator — injectable clock; skips subtree when cooldown active, returns
FAILURE. - Timeout decorator — returns
FAILUREif child runs longer than timeout. - Blackboard clone —
clone()for subtree isolation in parallel branches. - OTel —
bt.tick_duration_mshistogram;bt.node_status_totalcounter by status.
File layout
gaming/ai/behavior-tree/
package.json
tsconfig.json
vitest.config.ts
src/
index.ts
error-codes.ts
constants/index.ts
types/common.ts
types/common.md
core/
blackboard/
blackboard.ts
blackboard.md
blackboard.types.ts
blackboard.test.ts
index.ts
nodes/
composites.ts
composites.md
composites.test.ts
decorators.ts
decorators.md
decorators.test.ts
leaves.ts
leaves.md
leaves.test.ts
runner/
runner.ts
runner.md
runner.types.ts
runner.test.ts
index.ts
builder/
builder.ts
builder.md
builder.test.ts
index.ts
tests/
property.test.ts
Impact
Downstream: @suaveplan/npc builds per-NPC behavior trees; @suaveplan/r3f-npc renders debug tree overlays. Prerequisites: @suaveplan/error, @suaveplan/types.