Behavior Tree

Purpose
The Behavior Tree is a tool to configure and set up AI functionality for the enemies in the game. This tool gives a visual representation of the AI implementation.

Basic Usage
The Behavior Tree can be opened in the Tabs menu to open it in the central widget area, or in the Windows menu to open it as a dockable window. Every tree has a Root node that is denoted by the triangle and is where the tick is generated from. Much like the Dependency Graph, by creating nodes and edges you can create the flow that the AI is supposed to take.

Basic Controls
Left Clicking on any node will select and highlight the node. By clicking and dragging the node you can move it around the graph area. The graph area will expand to fit the nodes and it will add scroll bars to the widget if the area becomes too big for the window.

By Left Clicking and dragging from a node port (the white circles on the nodes) will start creating an edge. Release the mouse button on top of another node port to create a connection. Note: Edges must connect from the top of a node to the bottom of another node or vice versa. You cannot connect the top of 2 nodes or the bottom of 2 nodes to each other.

Shift+Left Clicking in an empty area will allow you to move the viewport of the graph around provided the graph area is larger than the viewing window.

Right Clicking on either a node or an edge will bring up a verification prompt to remove it from the tree. If removing a node, all edges connected to that node will also be removed.

Decorator Nodes
Additional decorator nodes can and will be added as there is need for them.

Additional Information
Additional information about how to create and use behavior trees can be located at this site:

http://guineashots.com/2014/08/10/an-introduction-to-behavior-trees-part-2/