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TeamFight — Auto-Battler with Behavior-Tree AI

A pure-Lua auto-battler on Unity: each unit is driven by a behavior tree, and abilities resolve through a spell/effect system. Deploy your team and let the AI fight.

Created Lua Engine Status

🎮 What it is

TeamFight is an auto-battler where units act on their own using a behavior-tree AI. Combat, targeting, movement, and spellcasting are all implemented in Lua on top of a small hand-written game framework.

✨ Highlights

System Details
Behavior-Tree AI Composable tree with selectors (Single / Sequence / Parallel), decorators (SeekTarget, AroundUnits), and actions (Attack, Move, Wait, Static).
Spell / effect system SpellExecutor, SpellInstance, SpellVO, and an EffectManager for data-driven abilities.
Card execution CardExecutor turns cards into battlefield effects.
Unit components ArtiBrain (AI), Avatar, BuffManager, MoveController, ConditionController, Properties — a component-per-concern unit model.
Framework Event manager, config manager, scheduler + timer system, and a LuaBehaviour update loop — all in Lua.

🗂️ Structure

LuaScripts/
├── GameCore/     Config · Event · Framework (LuaBehaviour) · Scheduler · Utils
└── GameLogics/
    └── Battle/
        ├── AI/     BehaviourTree · Selectors · Decorators · Actions
        └── Field/  BattleField · Card · Effect (Spell) · Unit (Components)

📜 Notes

Runs on Unity with xLua as the Lua runtime. Original game code authored by me.

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Pure-Lua auto-battler on Unity with behavior-tree AI and a spell/effect system.

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