beehave
Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger
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技能内容
Beehave
> Related skills: ai-navigation for the movement leaves drive, state-machine for core-engine FSM, limboai for a heavier C++ BT+HSM alternative, godot-brainstorming for choosing an AI approach.
> Addon: Beehave · version v2.9.2 · Godot 4.1+ · MIT · source: https://github.com/bitbrain/beehave · written in GDScript (no official C# API — this skill is GDScript-only by design).
1. When to use Beehave
| Approach | Best for |
|---|---|
| Core-engine FSM (state-machine skill) | Simple agents, < 5 states, no addon |
| Beehave (GDScript addon) | Lightweight BT, GDScript-only projects, fast iteration |
| LimboAI | BT and HSM together, visual editor, C++ performance, C# support (module build) |
Choose Beehave when your project is GDScript-only, you want a behavior tree without a custom engine build, and you value a simple node-in-scene-tree authoring workflow. Beehave trees live entirely in the scene tree — every composite, decorator, and leaf is a regular Node child. For a heavier C++/C# solution with HSM integration, use the limboai skill instead. For plain state machines without a BT, use the built-in state-machine skill.
C# note: Beehave has no official C# API (zero .cs files in addons/beehave/). From C# you can call the GDScript API via Godot cross-language interop (GetNode<Node>(...).Call("tick", actor, blackboard)), but Beehave provides no typed C# classes.
2. Install & enable
- Godot AssetLib → search "Beehave" → Download → Reload project.
Or copy the addons/beehave/ folder from the GitHub release into res://addons/beehave/.
- Enable the plugin: Project → Project Settings → Plugins → tick Beehave.
Two autoloads are registered: BeehaveGlobalMetrics and BeehaveGlobalDebugger.
- Optional — copy
script_templates/from the addon into the project root for leaf scaffolding templates.
3. Tree composition
A Beehave tree is built from three kinds of nodes, all placed as regular scene-tree children:
| Role | Node | Behavior |
|---|---|---|
| Tree root | BeehaveTree | Ticks the child every frame (or physics/manual); extends Node (not BeehaveNode) |
| Composites | SequenceComposite, SelectorComposite, SimpleParallelComposite, … | Flow control — AND / OR / parallel logic |
| Decorators | InverterDecorator, CooldownDecorator, RepeaterDecorator, … | Wrap one child to modify its result |
| Leaves | ActionLeaf, ConditionLeaf subclasses | Your custom game logic |
Composite quick reference
| Class | Logic |
|---|---|
| SequenceComposite | AND — all children must succeed; fails on first failure |
| SequenceReactiveComposite | AND — re-evaluates from first child every tick while running |
| SelectorComposite | OR — succeeds on first success; fails if all fail |
| SelectorReactiveComposite | OR — re-evaluates from first child every tick while running |
| SimpleParallelComposite | Runs two children simultaneously; result follows primary (child 0) |
| SequenceRandomComposite | Shuffled AND — executes children in random order |
| SelectorRandomComposite | Shuffled OR — tries children in random order |
Decorator quick reference
| Class | Effect |
|---|---|
| InverterDecorator | Flips SUCCESS ↔ FAILURE; passes RUNNING through |
| AlwaysSucceedDecorator | Forces SUCCESS; passes RUNNING through |
| AlwaysFailDecorator | Forces FAILURE; passes RUNNING through |
| RepeaterDecorator | Re-runs child until it succeeds repetitions times |
| LimiterDecorator | Caps child to max_count running ticks, then FAILURE |
| CooldownDecorator | Blocks re-execution for wait_time seconds after child finishes |
| TimeLimiterDecorator | Gives child wait_time seconds; interrupts if still running |
| DelayDecorator | Waits wait_time seconds before first executing child |
| UntilFailDecorator | Loops child until it returns FAILURE, then returns SUCCESS |
Minimal scene-tree example
# Scene tree:
# Enemy (CharacterBody2D)
# BeehaveTree ← tick_rate = 1, process_thread = PHYSICS
# SelectorComposite
# SequenceComposite ← "attack if in range"
# IsInRangeCondition
# AttackAction
# PatrolAction ← fallback
# BeehaveTree exports:
# @export var enabled: bool = true
# @export var tick_rate: int = 1 (1 = every frame; 3 = every 3 frames)
# @export var process_thread: ProcessThread = PHYSICS
# @export var blackboard: Blackboard (auto-created if not set)
# @export_node_path var actor_node_path (defaults to parent node)
# Access the tree from code if you need manual control:
@onready var bt: BeehaveTree = $BeehaveTree
func _ready() -> void:
# Reduce tick cost: evaluate AI every 3 physics frames
bt.tick_rate = 3
# Default process_thread is PHYSICS — switch to IDLE if actor uses _process
bt.process_thread = BeehaveTree.ProcessThread.IDLE
> tick_rate note: tick_rate = 1 evaluates every frame; tick_rate = 3 every 3 frames. Increase for distant/background NPCs to save CPU. Default process thread is PHYSICS — if the actor script uses _process instead of _physics_process, set process_thread = IDLE to keep them in sync.
4. The leaf contract
Leaves hold your game logic. Subclass ActionLeaf for multi-tick work or ConditionLeaf for single-frame checks, then override tick(actor, blackboard).
# IsInRangeCondition.gd
class_name IsInRangeCondition
extends ConditionLeaf
@export var detection_range: float = 150.0
func tick(actor: Node, blackboard: Blackboard) -> int:
# Beehave types `actor` as Node; cast to your concrete type for 2D members.
var body := actor as Node2D
var target: Node2D = blackboard.get_value("target")
if body == null or not is_instance_valid(target):
return FAILURE
var in_range := body.global_position.distance_to(target.global_position) <= detection_range
return SUCCESS if in_range else FAILURE
# AttackAction.gd
class_name AttackAction
extends ActionLeaf
@export var attack_duration: float = 0.5
func tick(actor: Node, blackboard: Blackboard) -> int:
var elapsed: float = blackboard.get_value("attack_elapsed", 0.0)
elapsed += get_physics_process_delta_time()
if elapsed >= attack_duration:
blackboard.erase_value("attack_elapsed")
# `actor` is typed Node; guard game-specific methods (or cast to your actor type).
if actor.has_method("play_attack_animation"):
actor.call("play_attack_animation")
return SUCCESS
blackboard.set_value("attack_elapsed", elapsed)
return RUNNING
func after_run(actor: Node, blackboard: Blackboard) -> void:
# Clean up any per-run state when the tree interrupts this action
blackboard.erase_value("attack_elapsed")
Return codes (defined on BeehaveNode):
SUCCESS— action complete / condition met.FAILURE— action failed / condition not met; parent composite decides what to do next.RUNNING— action needs more frames; tree will calltick()again next frame (ActionLeafonly —ConditionLeafshould never returnRUNNING).
Optional overrides:
before_run(actor, blackboard)— called once before the first tick of a run.after_run(actor, blackboard)— called when the child finishes (SUCCESS/FAILURE) or is interrupted.interrupt(actor, blackboard)— called when the tree interrupts a running node.
5. Blackboard
The Blackboard node is a shared key/value store passed to every tick() call. BeehaveTree auto-creates an internal one if you don't assign an external Blackboard node.
# Share one Blackboard across multiple BeehaveTrees on the same actor.
# Assign the same exported Blackboard node to each tree in the Inspector.
# Read / write from any leaf's tick():
func tick(actor: Node, blackboard: Blackboard) -> int:
# Write
blackboard.set_value("target", actor.get_nearest_enemy())
# Read with default
var speed: float = blackboard.get_value("move_speed", 200.0)
# Conditional check
if blackboard.has_value("stunned"):
return FAILURE
# Erase (sets key to null; has_value returns false after erase)
blackboard.erase_value("temp_flag")
return SUCCESS
> Named namespaces: every method accepts an optional blackboard_name: String parameter (default "default"). Use this to keep separate namespaces on one Blackboard node without name collisions (e.g., per-enemy state vs. shared world state).
> Built-in expression leaves: BlackboardSetAction, BlackboardEraseAction, BlackboardHasCondition, and BlackboardCompareCondition let you manipulate the Blackboard entirely via Inspector exports (no GDScript required). Expressions run via Godot's Expression.execute([], blackboard) — so you can call get_value("key") directly in the expression string.
6. Visual debugger
Beehave ships an EditorDebuggerPlugin that adds a 🐝 Beehave tab to the bottom editor panel while your game is running:
- Run the project from the Godot editor.
- Open the Debugger panel → click the 🐝 Beehave tab.
- Select a tree from the list to activate live visualization — active nodes are highlighted each tick.
- Optional: click the detach button to float the panel, or set Project Settings → beehave/debugger/start_detached = true to always start detached.
To track per-tree CPU cost in the Performance panel, set custom_monitor = true on the BeehaveTree node. This registers beehave [microseconds]/process_time_<actor_name>-<id> as a Performance monitor.
For a walkthrough of writing custom decorators and conditions, see [references/custom-nodes.md](references/custom-nodes.md).
Implementation checklist
- [ ]
addons/beehave/copied into project; plugin enabled in Project Settings → Plugins - [ ]
BeehaveTreeadded as a child of the actor;actor_node_pathset (or left blank to default to parent) - [ ]
process_threadmatches actor's loop:PHYSICSfor_physics_process,IDLEfor_process - [ ]
tick_ratetuned — increase for background NPCs (e.g.,3) to reduce per-frame cost - [ ] Every
tick()override returnsSUCCESS,FAILURE, orRUNNING— nevervoid/null - [ ]
ConditionLeafsubclasses never returnRUNNING - [ ] Per-run state written to the
Blackboard, not stored on the leaf node itself (leaf nodes are shared) - [ ]
after_runorinterruptcleans up any Blackboard keys the action wrote - [ ] External
Blackboardnode exported and shared when multipleBeehaveTreenodes need the same data - [ ] Visual debugger checked at runtime to verify tick flow before shipping AI logic
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