Creating a behavior tree object is simple, as it primarily consists of a root node, evaluation function, and update function:
BehaviorTree.lua
:
require "BehaviorTreeNode" BehaviorTree = {}; local _EvaluateSelector; local _EvaluateSequence; function BehaviorTree.SetNode(self, node) tree.node_ = node; end function BehaviorTree.new() local tree = {}; -- The BehaviorTree's data members. tree.currentNode_ = nil; tree.node_ = nil; return tree; end