While a fully-fledged implementation of a behavior tree with a GUI and its many node types and variations is outside the scope of this book, we can certainly focus on the core principles to get a solid grasp of what the concepts we've covered in this chapter look like in action. Provided with this chapter is the basic framework for a behavior tree. Our example will focus on simple logic to highlight the functionality of the tree, rather than muddy up the example with complex game logic. The goal of our example is to make you feel comfortable with what can seem like an intimidating concept in game AI, and give you the necessary tools to build your own tree and expand upon the provided code if you do so.
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