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Node.js 服务端使用

本文介绍如何在 Node.js 服务端环境(如游戏服务器、机器人、自动化工具)中使用行为树系统。

行为树不仅适用于游戏客户端AI,在服务端也有广泛应用:

  1. 游戏服务器 - NPC AI逻辑、副本关卡脚本
  2. 聊天机器人 - 对话流程控制、智能回复
  3. 自动化测试 - 测试用例执行流程
  4. 工作流引擎 - 业务流程自动化
  5. 爬虫系统 - 数据采集流程控制
Terminal window
npm install @esengine/ecs-framework @esengine/behavior-tree
{
"compilerOptions": {
"target": "ES2020",
"module": "commonjs",
"moduleResolution": "node",
"experimentalDecorators": true,
"emitDecoratorMetadata": true,
"esModuleInterop": true,
"skipLibCheck": true
}
}
import { Core, Scene } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent
} from '@esengine/behavior-tree';
async function startServer() {
// 1. 初始化 ECS Core
Core.create();
// 2. 安装行为树插件
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 3. 创建场景
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 4. 创建 NPC 行为树
const npcAI = BehaviorTreeBuilder.create('MerchantNPC')
.defineBlackboardVariable('mood', 'friendly')
.defineBlackboardVariable('goldAmount', 1000)
.selector('NPCBehavior')
// 如果玩家触发对话
.sequence('Dialogue')
.blackboardExists('playerRequest')
.log('NPC: 欢迎光临!')
.end()
// 默认行为:闲置
.sequence('Idle')
.log('NPC: 正在整理商品...')
.wait(5.0)
.end()
.end()
.build();
// 5. 创建 NPC 实体
const npc = scene.createEntity('Merchant');
BehaviorTreeStarter.start(npc, npcAI);
// 6. 启动游戏循环(20 TPS)
setInterval(() => {
Core.update(0.05); // 50ms = 1/20秒
}, 50);
// 7. 模拟玩家交互
setTimeout(() => {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', 'buy_sword');
console.log('玩家发起交易请求');
}, 3000);
console.log('游戏服务器已启动');
}
startServer();

创建一个基于行为树的智能聊天机器人:

import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeRuntimeComponent,
INodeExecutor,
NodeExecutionContext,
TaskStatus,
NodeType,
NodeExecutorMetadata
} from '@esengine/behavior-tree';
// 1. 创建自定义节点:回复消息
@NodeExecutorMetadata({
implementationType: 'SendMessage',
nodeType: NodeType.Action,
displayName: '发送消息',
configSchema: {
message: { type: 'string', default: '' }
}
})
class SendMessageAction implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const message = context.nodeData.config['message'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage');
console.log(`[机器人回复]: ${message}`);
console.log(` 回复给: ${userMessage}`);
return TaskStatus.Success;
}
}
// 2. 创建自定义节点:匹配关键词
@NodeExecutorMetadata({
implementationType: 'MatchKeyword',
nodeType: NodeType.Condition,
displayName: '匹配关键词',
configSchema: {
keyword: { type: 'string', default: '' }
}
})
class MatchKeywordCondition implements INodeExecutor {
execute(context: NodeExecutionContext): TaskStatus {
const keyword = context.nodeData.config['keyword'] as string;
const userMessage = context.runtime.getBlackboardValue<string>('userMessage') || '';
return userMessage.includes(keyword) ? TaskStatus.Success : TaskStatus.Failure;
}
}
// 3. 创建聊天机器人类
class ChatBot {
private botEntity: Entity;
private runtime: BehaviorTreeRuntimeComponent | null = null;
constructor(scene: Scene) {
// 创建机器人行为树
const botBehavior = BehaviorTreeBuilder.create('ChatBotAI')
.defineBlackboardVariable('userMessage', '')
.defineBlackboardVariable('userName', 'Guest')
.selector('ResponseSelector')
// 问候语
.sequence('Greeting')
.executeCondition('MatchKeyword', { keyword: '你好' })
.executeAction('SendMessage', { message: '你好!我是智能助手,有什么可以帮你的吗?' })
.end()
// 帮助请求
.sequence('Help')
.executeCondition('MatchKeyword', { keyword: '帮助' })
.executeAction('SendMessage', { message: '我可以帮你回答问题、查询信息。试试问我一些问题吧!' })
.end()
// 查询天气
.sequence('Weather')
.executeCondition('MatchKeyword', { keyword: '天气' })
.executeAction('SendMessage', { message: '今天天气不错,晴天,温度适宜。' })
.end()
// 查询时间
.sequence('Time')
.executeCondition('MatchKeyword', { keyword: '时间' })
.executeAction('SendMessage', { message: `现在时间是 ${new Date().toLocaleString()}` })
.end()
// 默认回复
.executeAction('SendMessage', { message: '抱歉,我还不太理解你的意思。可以换个方式问我吗?' })
.end()
.build();
// 创建实体并启动
this.botEntity = scene.createEntity('ChatBot');
BehaviorTreeStarter.start(this.botEntity, botBehavior);
this.runtime = this.botEntity.getComponent(BehaviorTreeRuntimeComponent);
}
// 处理用户消息
async handleMessage(userName: string, message: string) {
if (this.runtime) {
this.runtime.setBlackboardValue('userName', userName);
this.runtime.setBlackboardValue('userMessage', message);
}
// 等待一帧让行为树执行
await new Promise(resolve => setTimeout(resolve, 100));
}
}
// 4. 主程序
async function main() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
const scene = new Scene();
plugin.setupScene(scene);
Core.setScene(scene);
// 注册自定义节点
const system = scene.getSystem(BehaviorTreeExecutionSystem);
if (system) {
const registry = system.getExecutorRegistry();
registry.register('SendMessage', new SendMessageAction());
registry.register('MatchKeyword', new MatchKeywordCondition());
}
// 创建聊天机器人
const bot = new ChatBot(scene);
// 启动更新循环
setInterval(() => {
Core.update(0.1);
}, 100);
// 模拟用户对话
console.log('\n=== 聊天机器人测试 ===\n');
await bot.handleMessage('Alice', '你好');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Bob', '现在几点了?');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Charlie', '今天天气怎么样');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('David', '你能帮我做什么');
await new Promise(resolve => setTimeout(resolve, 200));
await bot.handleMessage('Eve', '你好吗?');
}
main();
import { Core, Scene, Entity } from '@esengine/ecs-framework';
import {
BehaviorTreePlugin,
BehaviorTreeBuilder,
BehaviorTreeStarter,
BehaviorTreeAssetManager
} from '@esengine/behavior-tree';
// 游戏房间
class GameRoom {
private scene: Scene;
private assetManager: BehaviorTreeAssetManager;
private monsters: Entity[] = [];
constructor(roomId: string) {
// 创建房间场景
this.scene = new Scene();
const plugin = new BehaviorTreePlugin();
plugin.setupScene(this.scene);
this.assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 初始化房间
this.spawnMonsters();
console.log(`房间 ${roomId} 已创建,怪物数量: ${this.monsters.length}`);
}
private spawnMonsters() {
// 从资产管理器获取怪物AI(所有房间共享)
const monsterAI = this.assetManager.getAsset('MonsterAI');
if (!monsterAI) return;
// 生成10个怪物
for (let i = 0; i < 10; i++) {
const monster = this.scene.createEntity(`Monster_${i}`);
BehaviorTreeStarter.start(monster, monsterAI);
this.monsters.push(monster);
}
}
update(deltaTime: number) {
this.scene.update(deltaTime);
}
destroy() {
this.monsters.forEach(m => m.destroy());
this.monsters = [];
}
}
// 房间管理器
class RoomManager {
private rooms: Map<string, GameRoom> = new Map();
createRoom(roomId: string): GameRoom {
const room = new GameRoom(roomId);
this.rooms.set(roomId, room);
return room;
}
getRoom(roomId: string): GameRoom | undefined {
return this.rooms.get(roomId);
}
destroyRoom(roomId: string) {
const room = this.rooms.get(roomId);
if (room) {
room.destroy();
this.rooms.delete(roomId);
}
}
update(deltaTime: number) {
this.rooms.forEach(room => room.update(deltaTime));
}
}
// 主程序
async function startGameServer() {
// 初始化
Core.create();
const plugin = new BehaviorTreePlugin();
await Core.installPlugin(plugin);
// 预加载怪物AI(所有房间共享)
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const monsterAI = BehaviorTreeBuilder.create('MonsterAI')
.defineBlackboardVariable('health', 100)
.selector('Behavior')
.log('攻击玩家')
.end()
.build();
assetManager.loadAsset(monsterAI);
// 创建房间管理器
const roomManager = new RoomManager();
// 模拟房间创建
roomManager.createRoom('room_1');
roomManager.createRoom('room_2');
// 服务器主循环(60 TPS)
setInterval(() => {
roomManager.update(1/60);
}, 1000 / 60);
console.log('游戏服务器已启动');
}
startGameServer();
// 不同类型的AI使用不同的更新频率
class AIManager {
private importantAIs: Entity[] = []; // Boss等重要AI,60 TPS
private normalAIs: Entity[] = []; // 普通敌人,20 TPS
private backgroundAIs: Entity[] = []; // 背景NPC,5 TPS
update() {
// 重要AI每帧更新
this.updateAIs(this.importantAIs, 1/60);
// 普通AI每3帧更新一次
if (frameCount % 3 === 0) {
this.updateAIs(this.normalAIs, 3/60);
}
// 背景AI每12帧更新一次
if (frameCount % 12 === 0) {
this.updateAIs(this.backgroundAIs, 12/60);
}
}
}
// 使用资产管理器避免重复创建
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
// 预加载所有AI
const enemyAI = BehaviorTreeBuilder.create('EnemyAI').build();
const bossAI = BehaviorTreeBuilder.create('BossAI').build();
assetManager.loadAsset(enemyAI);
assetManager.loadAsset(bossAI);
// 创建1000个敌人,但只使用1份BehaviorTreeData
for (let i = 0; i < 1000; i++) {
const enemy = scene.createEntity(`Enemy${i}`);
const ai = assetManager.getAsset('EnemyAI')!;
BehaviorTreeStarter.start(enemy, ai);
}
class EntityPool {
private pool: Entity[] = [];
private active: Entity[] = [];
spawn(scene: Scene, treeId: string): Entity {
let entity = this.pool.pop();
if (!entity) {
entity = scene.createEntity();
const tree = assetManager.getAsset(treeId)!;
BehaviorTreeStarter.start(entity, tree);
} else {
BehaviorTreeStarter.restart(entity);
}
this.active.push(entity);
return entity;
}
recycle(entity: Entity) {
BehaviorTreeStarter.pause(entity);
const index = this.active.indexOf(entity);
if (index >= 0) {
this.active.splice(index, 1);
this.pool.push(entity);
}
}
}
const DEBUG = process.env.NODE_ENV === 'development';
const aiTree = BehaviorTreeBuilder.create('AI')
.selector('Main')
.when(DEBUG, builder =>
builder.log('调试信息:开始AI逻辑')
)
// AI 逻辑...
.end()
.build();
try {
const tree = BehaviorTreeBuilder.create('AI')
// ... 构建逻辑
.build();
assetManager.loadAsset(tree);
BehaviorTreeStarter.start(entity, tree);
} catch (error) {
console.error('启动AI失败:', error);
// 使用默认AI或进行降级处理
}
// 定期输出AI状态
setInterval(() => {
const assetManager = Core.services.resolve(BehaviorTreeAssetManager);
const count = assetManager.getAssetCount();
const entities = scene.getEntitiesFor(Matcher.empty().all(BehaviorTreeRuntimeComponent));
console.log(`[AI监控] 行为树资产: ${count}, 活跃实体: ${entities.length}`);
}, 10000);
import express from 'express';
import { Core, Scene } from '@esengine/ecs-framework';
const app = express();
const scene = new Scene();
// 在单独的循环中更新ECS
setInterval(() => {
Core.update(0.016);
}, 16);
app.post('/npc/:id/interact', (req, res) => {
const npcId = req.params.id;
const npc = scene.findEntity(npcId);
if (npc) {
const runtime = npc.getComponent(BehaviorTreeRuntimeComponent);
runtime?.setBlackboardValue('playerRequest', req.body);
res.json({ success: true });
} else {
res.status(404).json({ error: 'NPC not found' });
}
});
app.listen(3000);
// 保存状态
function saveAIState(entity: Entity) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
return {
treeId: runtime.treeId,
blackboard: runtime.getAllBlackboardVariables(),
activeNodes: Array.from(runtime.activeNodeIds)
};
}
}
// 恢复状态
function loadAIState(entity: Entity, savedState: any) {
const runtime = entity.getComponent(BehaviorTreeRuntimeComponent);
if (runtime) {
// 恢复黑板变量
Object.entries(savedState.blackboard).forEach(([key, value]) => {
runtime.setBlackboardValue(key, value);
});
}
}