#Code Review - Behavior Tree with Generics

1 messages · Page 1 of 1 (latest)

latent roost
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Hi. I'd love some feedback on a small project that I am working on. It is essentially to build an automated bot that completes quests for a game and uses Behavior trees to figure out what to do.

The tree isnt fully complete. I'm just looking at the code and think specifying the type in every 'sub-tree' has made my file a little bit difficult to read and understand/maintain.

If anyone would give me feedback, it would be greatly appreciated.

https://gist.github.com/ImD4/97ac04c762755fb0667461e4db8a7c4a

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full kilnBOT
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<@&987246883653156906> please have a look, thanks.

latent roost
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I appreciate I have not been consistent with variable and method naming but I'm figuring it out as a I go along.

full kilnBOT
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@latent roost

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latent roost
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Bump

remote juniper
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looks fine to me tbh

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at least the class in isolation

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I dont really know what its supposed to do, so I cant comment on if it meshes well with the rest of the system

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only thing I can say

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it is conventional to define your system in terms of interfaces

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so it might be better to decide ahead of time what operations a CooksAssistant should be able to do (publicly)

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and make that an interface

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althought ig if the class is really minor and not open to other packages, then I guess it wouldnt matter

young shuttle
latent roost
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thank you for feedback. I werent too sure if using generics and having to explicitly state them everywhere just made it harder to read/understand. I did start making usr of var though

young shuttle