I'm currently testing out behaviortree's with the LibGDX AI library. I have read a lot about behaviortree's past couple days but it's hard to get clear how I need to build the tree for my specific scenario. I'm looking to use a behaviortree for a Rimworld like game where the players units are not directly controllable. In the first place I'm wondering if I should have a single big tree for the complete AI or many smaller tree's, for example a separate tree for:
- Moving an item
- Building a building
- Crafting an item
- Resting when sleepy
- Eating when hungry
In the examples I have seen they all talk about a "single job". Like entering a building, GoTo -> Open Door -> GoTo -> Close door. But what if I need to check if I have the keys on me? And I need to check a lot of these variables.
When A unit is Idle I'd like him to maintain his primary needs if he has access to them. If his needs are satisfied enough he can take on certain jobs like building walls or crafting items. I have a a lot of different jobs but jobs like building or crafting items are relatively the same with a different outcome so I could probably make a abstract job for that, it helps but I will still end up with a really huge tree though.
Another issue I'm facing is that when tasks are running, and something more important pops up (enemy spotted or some kind of emergence task) the unit should stop it's current task and act accordingly to the interruption. So since the task is running I need to do those checks on each runnable task then returned failed/cancelled and further down the sequence I need to do another check for these interruptions and handle them accordingly. I have briefly read into dynamic branches, not sure if GDX AI supports this but adding a behavior to the tree to handle an interruption seems a good idea. These dynamic branches also opens the opportunity to hold behaviors at the jobs and once a unit accepts a job it inserts that branch into it's own tree.
I hope I'm clear, it's hard to explain and get a global view of a complex behavior tree. I have read several times that behavior tree's are very easy to understand and implement. Well, that might be the case for those small tree's I find everywhere. On the other hand I might be over complicating things.