So I was just learning about Behaviour trees and I thought they're really cool. So I decided to use them in my games. But what I don't quite understand is:
Short: Can everything done in an FSM, be done in a BT?
Long: So one of the games I'm involved in has some RE (classical resident evil) mechanics. In RE, interaction with triggers could change. For ex see this video, take 2:40 as an example (it's the tiger statue puzzle from RE1) - basically, if you interact with it the first time, it says "It's a tiger statue, it appears to have holes in its eyes". If then you use the Blue gem on it, it rotates to the left (or right) revealing an item behind it, if you pickup the item you go back to the initial state. Use the red gem and it would rotate the other direction revealing another item, pickup it and you're back again. This is obviously an FSM. Here's how it looks:
So how can this tiger statue puzzle FSM be done in a BT? (if at all) - Is this more suited for an FSM? or a BT would be nice to use here as well?
Thanks for all tips/any help.
EDIT: Gamedev.net crosslink.