It's possible some of the more specific decorator node types I detail here are actually native to JBT instead of general behaviour tree concepts, but I've found them to be integral to the way PZ behaviour trees work, so they are worth considering for implementation if your particular behaviour tree does not support them. However there are plenty of tutorials out there focusing on this, as well as implementations in many commonly used game engines. I've spent a ton of time experimenting (for the record since Project Zomboid is in Java I’m using the fantastic JBT - Java Behavior Trees ( ) so didn't have to concern myself with the actual code implementation. While they were invaluable in helping me understand the core principles of Behaviour Trees, I found myself in a situation where despite knowing how a behaviour tree operated, I didn't really have any real-world context as to what sort of nodes I should be creating for the game, or what an actual fully developed behaviour tree would look like. Many of the guides I read focused very heavily on the actual code implementations of behaviour trees, or focused purely on the flow of generic contextless nodes without any real applicable examples, with diagrams like so: While there are plenty of behaviour tree tutorials and guides around the internet, when exploring whether they would be right for use in Project Zomboid, I ran into the same problem again and again.
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