{"slug":"jame581-beehave","name":"beehave","description":"Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger","long_description":"---\nname: beehave\ndescription: Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger\n---\n\n# Beehave\n\n> **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.\n\n> **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).\n\n---\n\n## 1. When to use Beehave\n\n| Approach | Best for |\n|---|---|\n| Core-engine FSM (`state-machine` skill) | Simple agents, < 5 states, no addon |\n| **Beehave** (GDScript addon) | Lightweight BT, GDScript-only projects, fast iteration |\n| **LimboAI** | BT **and** HSM together, visual editor, C++ performance, C# support (module build) |\n\nChoose 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.\n\n**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.\n\n---\n\n## 2. Install & enable\n\n1. **Godot AssetLib** → search \"Beehave\" → Download → Reload project.  \n   Or copy the `addons/beehave/` folder from the [GitHub release](https://github.com/bitbrain/beehave/releases) into `res://addons/beehave/`.\n2. Enable the plugin: **Project → Project Settings → Plugins** → tick **Beehave**.  \n   Two autoloads are registered: `BeehaveGlobalMetrics` and `BeehaveGlobalDebugger`.\n3. Optional — copy `script_templates/` from the addon into the project root for leaf scaffolding templates.\n\n---\n\n## 3. Tree composition\n\nA Beehave tree is built from three kinds of nodes, all placed as regular scene-tree children:\n\n| Role | Node | Behavior |\n|---|---|---|\n| **Tree root** | `BeehaveTree` | Ticks the child every frame (or physics/manual); extends `Node` (not `BeehaveNode`) |\n| **Composites** | `SequenceComposite`, `SelectorComposite`, `SimpleParallelComposite`, … | Flow control — AND / OR / parallel logic |\n| **Decorators** | `InverterDecorator`, `CooldownDecorator`, `RepeaterDecorator`, … | Wrap one child to modify its result |\n| **Leaves** | `ActionLeaf`, `ConditionLeaf` subclasses | Your custom game logic |\n\n### Composite quick reference\n\n| Class | Logic |\n|---|---|\n| `SequenceComposite` | AND — all children must succeed; fails on first failure |\n| `SequenceReactiveComposite` | AND — re-evaluates from first child every tick while running |\n| `SelectorComposite` | OR — succeeds on first success; fails if all fail |\n| `SelectorReactiveComposite` | OR — re-evaluates from first child every tick while running |\n| `SimpleParallelComposite` | Runs two children simultaneously; result follows primary (child 0) |\n| `SequenceRandomComposite` | Shuffled AND — executes children in random order |\n| `SelectorRandomComposite` | Shuffled OR — tries children in random order |\n\n### Decorator quick reference\n\n| Class | Effect |\n|---|---|\n| `InverterDecorator` | Flips `SUCCESS` ↔ `FAILURE`; passes `RUNNING` through |\n| `AlwaysSucceedDecorator` | Forces `SUCCESS`; passes `RUNNING` through |\n| `AlwaysFailDecorator` | Forces `FAILURE`; passes `RUNNING` through |\n| `RepeaterDecorator` | Re-runs child until it succeeds `repetitions` times |\n| `LimiterDecorator` | Caps child to `max_count` running ticks, then `FAILURE` |\n| `CooldownDecorator` | Blocks re-execution for `wait_time` seconds after child finishes |\n| `TimeLimiterDecorator` | Gives child `wait_time` seconds; interrupts if still running |\n| `DelayDecorator` | Waits `wait_time` seconds before first executing child |\n| `UntilFailDecorator` | Loops child until it returns `FAILURE`, then returns `SUCCESS` |\n\n### Minimal scene-tree example\n\n```gdscript\n# Scene tree:\n#   Enemy (CharacterBody2D)\n#     BeehaveTree               ← tick_rate = 1, process_thread = PHYSICS\n#       SelectorComposite\n#         SequenceComposite     ← \"attack if in range\"\n#           IsInRangeCondition\n#           AttackAction\n#         PatrolAction          ← fallback\n\n# BeehaveTree exports:\n# @export var enabled: bool = true\n# @export var tick_rate: int = 1          (1 = every frame; 3 = every 3 frames)\n# @export var process_thread: ProcessThread = PHYSICS\n# @export var blackboard: Blackboard      (auto-created if not set)\n# @export_node_path var actor_node_path   (defaults to parent node)\n\n# Access the tree from code if you need manual control:\n@onready var bt: BeehaveTree = $BeehaveTree\n\nfunc _ready() -> void:\n    # Reduce tick cost: evaluate AI every 3 physics frames\n    bt.tick_rate = 3\n    # Default process_thread is PHYSICS — switch to IDLE if actor uses _process\n    bt.process_thread = BeehaveTree.ProcessThread.IDLE\n```\n\n> **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.\n\n---\n\n## 4. The leaf contract\n\nLeaves hold your game logic. Subclass `ActionLeaf` for multi-tick work or `ConditionLeaf` for single-frame checks, then override `tick(actor, blackboard)`.\n\n```gdscript\n# IsInRangeCondition.gd\nclass_name IsInRangeCondition\nextends ConditionLeaf\n\n@export var detection_range: float = 150.0\n\nfunc tick(actor: Node, blackboard: Blackboard) -> int:\n    # Beehave types `actor` as Node; cast to your concrete type for 2D members.\n    var body := actor as Node2D\n    var target: Node2D = blackboard.get_value(\"target\")\n    if body == null or not is_instance_valid(target):\n        return FAILURE\n    var in_range := body.global_position.distance_to(target.global_position) <= detection_range\n    return SUCCESS if in_range else FAILURE\n```\n\n```gdscript\n# AttackAction.gd\nclass_name AttackAction\nextends ActionLeaf\n\n@export var attack_duration: float = 0.5\n\nfunc tick(actor: Node, blackboard: Blackboard) -> int:\n    var elapsed: float = blackboard.get_value(\"attack_elapsed\", 0.0)\n    elapsed += get_physics_process_delta_time()\n\n    if elapsed >= attack_duration:\n        blackboard.erase_value(\"attack_elapsed\")\n        # `actor` is typed Node; guard game-specific methods (or cast to your actor type).\n        if actor.has_method(\"play_attack_animation\"):\n            actor.call(\"play_attack_animation\")\n        return SUCCESS\n\n    blackboard.set_value(\"attack_elapsed\", elapsed)\n    return RUNNING\n\nfunc after_run(actor: Node, blackboard: Blackboard) -> void:\n    # Clean up any per-run state when the tree interrupts this action\n    blackboard.erase_value(\"attack_elapsed\")\n```\n\n**Return codes** (defined on `BeehaveNode`):\n- `SUCCESS` — action complete / condition met.\n- `FAILURE` — action failed / condition not met; parent composite decides what to do next.\n- `RUNNING` — action needs more frames; tree will call `tick()` again next frame (`ActionLeaf` only — `ConditionLeaf` should never return `RUNNING`).\n\n**Optional overrides:**\n- `before_run(actor, blackboard)` — called once before the first tick of a run.\n- `after_run(actor, blackboard)` — called when the child finishes (`SUCCESS`/`FAILURE`) or is interrupted.\n- `interrupt(actor, blackboard)` — called when the tree interrupts a running node.\n\n---\n\n## 5. Blackboard\n\nThe `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.\n\n```gdscript\n# Share one Blackboard across multiple BeehaveTrees on the same actor.\n# Assign the same exported Blackboard node to each tree in the Inspector.\n\n# Read / write from any leaf's tick():\nfunc tick(actor: Node, blackboard: Blackboard) -> int:\n    # Write\n    blackboard.set_value(\"target\", actor.get_nearest_enemy())\n\n    # Read with default\n    var speed: float = blackboard.get_value(\"move_speed\", 200.0)\n\n    # Conditional check\n    if blackboard.has_value(\"stunned\"):\n        return FAILURE\n\n    # Erase (sets key to null; has_value returns false after erase)\n    blackboard.erase_value(\"temp_flag\")\n\n    return SUCCESS\n```\n\n> **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).\n\n> **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.\n\n---\n\n## 6. Visual debugger\n\nBeehave ships an `EditorDebuggerPlugin` that adds a **🐝 Beehave** tab to the bottom editor panel while your game is running:\n\n1. Run the project from the Godot editor.\n2. Open the **Debugger** panel → click the **🐝 Beehave** tab.\n3. Select a tree from the list to activate live visualization — active nodes are highlighted each tick.\n4. Optional: click the detach button to float the panel, or set **Project Settings → beehave/debugger/start_detached = true** to always start detached.\n\nTo 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.\n\nFor a walkthrough of writing custom decorators and conditions, see [references/custom-nodes.md](references/custom-nodes.md).\n\n---\n\n## Implementation checklist\n\n- [ ] `addons/beehave/` copied into project; plugin enabled in **Project Settings → Plugins**\n- [ ] `BeehaveTree` added as a child of the actor; `actor_node_path` set (or left blank to default to parent)\n- [ ] `process_thread` matches actor's loop: `PHYSICS` for `_physics_process`, `IDLE` for `_process`\n- [ ] `tick_rate` tuned — increase for background NPCs (e.g., `3`) to reduce per-frame cost\n- [ ] Every `tick()` override returns `SUCCESS`, `FAILURE`, or `RUNNING` — never `void`/`null`\n- [ ] `ConditionLeaf` subclasses never return `RUNNING`\n- [ ] Per-run state written to the `Blackboard`, not stored on the leaf node itself (leaf nodes are shared)\n- [ ] `after_run` or `interrupt` cleans up any Blackboard keys the action wrote\n- [ ] External `Blackboard` node exported and shared when multiple `BeehaveTree` nodes need the same data\n- [ ] Visual debugger checked at runtime to verify tick flow before shipping AI logic\n","tagline":"Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger","category":"design-creative","tags":["agent-skill"],"author":"jame581","verified":false,"attribution":{"status":"registry_indexed","statusLabel":"Registry indexed","shortLabel":"REGISTRY INDEXED","sourceLabel":"github fast track","sourceDetail":"jame581/GodotPrompter","creatorName":"jame581","creatorUrl":"https://github.com/jame581","sourceUrl":"https://github.com/jame581/GodotPrompter/tree/master/skills/beehave","indexedBy":"OpenAgentSkill community index","claimUrl":"https://www.openagentskill.com/skills/jame581-beehave#claim-this-skill","claimCta":"Claim this skill","trustNote":"This listing was indexed from public sources and is not marked official until a maintainer claim is approved.","publicNote":"Attribution links to the public repository or creator profile. 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Report success only after the skill is installed and a minimal verification passes."}],"handoff_url":"https://www.openagentskill.com/api/skills/jame581-beehave/install","manifest_url":"https://www.openagentskill.com/api/registry/manifest/jame581-beehave"},"trust":{"score":82,"label":"Strong shortlist","version":"trust-score-v4","install_policy":"human_review_before_install","evidence":{"stars":"655 GitHub stars","repoActivity":"655 stars, 31 forks","lastPushed":"26d since push","license":"MIT","repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/beehave","install":"npx skills add jame581/GodotPrompter --skill beehave","installSafety":"standard package or runtime install path","permissionSurface":"network or browser access","documentation":"Strong README/SKILL.md context","agentOutcomes":"No agent outcome data yet"},"outcome_evidence":{"total":0,"successes":0,"failures":0,"not_relevant":0,"success_rate":null,"recent_success_rate":null,"recent_failure_rate":null,"install_attempts":0,"install_success_rate":null,"risk_blocked":0,"setup_required":0,"avg_output_quality":null,"production_outcomes":0,"last_outcome_at":null,"label":"No agent outcome data yet"},"auto_install":{"allowed":false,"sandbox_required":true,"reason":"Human review or sandbox validation is required before automatic installation."},"best_for":["design-creative","agent-skill"],"known_risks":["Quality score needs review"]},"agent_proven":{"version":"agent-proven-v1","score":0,"tier":"unproven","label":"Needs first agent run","summary":"No agent outcome reports yet. Use Resolve, run one narrow sandbox task, then report the result.","metrics":{"totalOutcomes":0,"successfulOutcomes":0,"failedOutcomes":0,"installAttempts":0,"installSuccessRate":null,"successRate":null,"recentSuccessRate":null,"recentFailureRate":null,"riskBlocked":0,"setupRequired":0,"notRelevant":0,"avgOutputQuality":null,"avgTimeToUsefulMs":null,"productionOutcomes":0,"humanReviewRequired":0,"uniqueAgents":0,"lastOutcomeAt":null},"signals":[],"penalties":["No real agent outcome evidence yet"]},"audit":{"score":85,"risk_level":"safe_to_try","risk_label":"Safe to try","warnings":["Quality score needs review"]},"safety_gate":{"tier":"reviewed","label":"Reviewed","auto_install_policy":"review","auto_install_allowed":false,"human_review_required":true,"blocked":false,"recommended_action":"Review the audit page, then allow agent install in a sandboxed workflow."},"quality":{"score":75,"label":"Strong"},"supply":{"track":"Coding and developer agents","scenario":"GitHub automation","maintenance":"26d since push","risk":"Safe to try"},"alternative_skills":[],"do_not_use_when":["teams that need a vendor-supported SLA","high-compliance environments without internal security review","No OpenAgentSkill engagement data yet","Quality score needs review","Production credentials, payments, or irreversible account changes without explicit human review","Sensitive private data before reviewing repository code, license, and permission surface","Automatic installation in a production workspace"],"agent_contract":{"task_input":"Use beehave in an agent workflow","recommended_action":"Review the audit page, then allow agent install in a sandboxed workflow.","install_policy":"review","minimum_review_before_use":["Trust: 82/100 Strong shortlist","Audit: 85/100 Safe to try","Safety: 69/100 Review before install","Review repository, license, install command, and permission surface before production use."],"expected_agent_output":{"selected_skill":"jame581-beehave (beehave)","install_command":"npx skills add jame581/GodotPrompter --skill beehave","risk_summary":"Safe to try; Reviewed; Low metadata risk","verification_result":"Report the smallest successful task, files touched, warnings, and any missing setup."}},"outcome_feedback":{"endpoint":"https://www.openagentskill.com/api/agent/outcome","method":"POST","requires_resolve_event_id":true,"event_id_source":"Use install_receipt.outcome_feedback.event_id or feedback.event_id returned by /api/agent/resolve for the current task.","expected_outcomes":["success","failed","not_relevant","blocked_by_risk","setup_required"],"payload_template":{"event_id":"<install_receipt.outcome_feedback.event_id or feedback.event_id from /api/agent/resolve>","skill_slug":"jame581-beehave","task":"Use beehave in an agent workflow","agent":"codex","outcome":"success","install_used":true,"risk_blocked":false,"setup_required":false,"task_success":true,"output_quality":4,"error_type":null,"human_review_required":false,"workspace":"sandbox","time_to_useful_ms":120000,"notes":"Report the smallest successful task, setup friction, files touched, and risk notes."}},"endpoints":{"web":"https://www.openagentskill.com/skills/jame581-beehave","api":"https://www.openagentskill.com/api/agent/skills/jame581-beehave","audit":"https://www.openagentskill.com/skills/jame581-beehave/audit","eval":"https://www.openagentskill.com/api/agent/evals?slug=jame581-beehave&task=Use%20beehave%20in%20an%20agent%20workflow&max_risk=medium","resolve":"https://www.openagentskill.com/api/agent/resolve?task=Use%20beehave%20in%20an%20agent%20workflow&agent=codex&max_risk=medium","receipt":"https://www.openagentskill.com/api/agent/receipt?task=Use%20beehave%20in%20an%20agent%20workflow&agent=codex&max_risk=medium&format=text","install":"https://www.openagentskill.com/api/skills/jame581-beehave/install","manifest":"https://www.openagentskill.com/api/registry/manifest/jame581-beehave"}},"supply_profile":{"track":{"slug":"coding","label":"Coding and developer agents","shortLabel":"Coding","description":"Code review, repo analysis, testing, CI, GitHub, DevOps, and developer workflow skills."},"scenario":{"label":"GitHub automation","description":"I need my agent to triage GitHub issues, review pull requests, and summarize repository changes.","useCases":[{"slug":"github-automation","title":"GitHub automation"},{"slug":"coding-agents","title":"Coding agents"},{"slug":"research-agents","title":"Research agents"}]},"applicableAgents":["Claude Code","CLI","Codex","Cursor"],"install":{"ready":true,"command":"npx skills add jame581/GodotPrompter --skill beehave","primaryTarget":"CLI","targetCount":4},"githubQuality":{"stars":655,"starsLabel":"655","forks":31,"license":"MIT","qualityScore":75,"trustScore":82,"auditScore":85},"maintenance":{"status":"fresh","label":"26d since push","daysSincePush":26,"lastPushedAt":"2026-08-12T22:35:31+00:00"},"risk":{"level":"safe_to_try","label":"Safe to try","requiresReview":true,"notes":["Quality score needs review"]},"coverageTags":["Coding","GitHub automation","design-creative","agent-skill"]},"audit":{"audit_score":85,"risk_level":"safe_to_try","risk_label":"Safe to try","quality_score":75,"trust_score":82,"maintenance_score":100,"security_score":87,"install_score":92,"warnings":["Quality score needs review"]},"quality_signals":{"model":"v2","star_score":19.72,"usage_score":0,"review_score":5.1,"metadata_score":3,"freshness_score":15},"platforms":["Claude Code"],"use_cases":[{"slug":"github-automation","title":"GitHub automation","url":"https://www.openagentskill.com/use-cases/github-automation"},{"slug":"coding-agents","title":"Coding agents","url":"https://www.openagentskill.com/use-cases/coding-agents"},{"slug":"research-agents","title":"Research agents","url":"https://www.openagentskill.com/use-cases/research-agents"},{"slug":"workflow-automation","title":"Workflow automation","url":"https://www.openagentskill.com/use-cases/workflow-automation"}],"stacks":[{"slug":"coding-review-agent","title":"Coding review agent","url":"https://www.openagentskill.com/collections/coding-review-agent"},{"slug":"frontend-product-ui","title":"Frontend and UI","url":"https://www.openagentskill.com/collections/frontend-product-ui"},{"slug":"research-report-agent","title":"Research report agent","url":"https://www.openagentskill.com/collections/research-report-agent"}],"install":"npx skills add jame581/GodotPrompter --skill beehave","install_targets":[{"id":"openagentskill-cli","label":"CLI","title":"OpenAgentSkill CLI","kind":"command","value":"npx --yes https://github.com/Leon-Drq/openagentskill/releases/download/cli-v0.3.0/openagentskill-0.3.0.tgz add jame581-beehave","description":"Resolve policy, run the source installer safely, and report a verified install receipt.","copyLabel":"Copy command"},{"id":"codex","label":"Codex","title":"Codex install prompt","kind":"agent-prompt","value":"Install the \"beehave\" agent skill from https://github.com/jame581/GodotPrompter/tree/master/skills/beehave. Read its SKILL.md or equivalent instructions first, install only the files needed for this workspace, and summarize any required setup before using it. Skill purpose: Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-beehave\",\"task\":\"Install beehave\",\"agent\":\"codex\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Give Codex a repo-aware install prompt when the skill is not available through a local CLI.","copyLabel":"Copy prompt"},{"id":"claude-code","label":"Claude Code","title":"Claude Code skill prompt","kind":"agent-prompt","value":"Add \"beehave\" as a Claude Code skill from https://github.com/jame581/GodotPrompter/tree/master/skills/beehave. Inspect the skill instructions, place the reusable skill files in the appropriate local skills location for this project, and report the activation steps. Skill purpose: Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-beehave\",\"task\":\"Install beehave\",\"agent\":\"claude-code\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this prompt to ask Claude Code to add the skill and explain the local activation steps.","copyLabel":"Copy prompt"},{"id":"cursor","label":"Cursor","title":"Cursor rule prompt","kind":"agent-prompt","value":"Turn \"beehave\" from https://github.com/jame581/GodotPrompter/tree/master/skills/beehave into a reusable Cursor project rule or agent instruction. Preserve the core workflow, adapt paths to this repo, and keep the rule scoped to tasks where it is relevant. Skill purpose: Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger After the install attempt, report the result to https://www.openagentskill.com/api/agent/outcome with POST JSON {\"event_id\":\"install_<unique-id>\",\"skill_slug\":\"jame581-beehave\",\"task\":\"Install beehave\",\"agent\":\"cursor\",\"outcome\":\"success\",\"install_used\":true}. Replace event_id with a unique value and outcome with success or failed. Report success only after the skill is installed and a minimal verification passes.","description":"Use this when installing as Cursor project rules or reusable agent instructions.","copyLabel":"Copy prompt"}],"repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/beehave","github_repo":"jame581/GodotPrompter","version":"1.0.0","license":"MIT","urls":{"web":"https://www.openagentskill.com/skills/jame581-beehave","repository":"https://github.com/jame581/GodotPrompter/tree/master/skills/beehave","api":"/api/agent/skills/jame581-beehave","install_api":"/api/skills/jame581-beehave/install"},"meta":{"created_at":"2026-09-03T01:11:03.506031+00:00","updated_at":"2026-09-03T01:11:03.61324+00:00","agent_friendly":true}}