Expand description
The behavior abstraction: anything the Arora runtime can tick.
A Behavior is the runtime’s “what to do each step”. The behavior tree is
one (arora-behavior-tree’s TreeBehavior); a Vizij node graph is another.
The runtime accepts any of them interchangeably — it just swaps the
interpreter.
Each tick a behavior gets a BehaviorContext: the shared
DataStore (read inputs, write intent /
outputs) and a CallBridge (so module-calling
behaviors like the behavior tree can reach the engine). A behavior uses
whichever it needs — a graph reads/writes the store; the tree drives the
caller.
Timing is not a tick argument. The runtime publishes the frame’s clock into
the store under the golden keys before it ticks, so a behavior that needs
dt or elapsed time reads it from the store like any other slot.
Modules§
- golden
- Golden keys: well-known store slots the runtime maintains for every behavior.
Structs§
- Behavior
Context - What a
Behaviorreceives eachtick. - Behavior
Error - A behavior failed to tick.
Enums§
- Behavior
Status - Whether a behavior wants to be ticked again.
Traits§
- Behavior
- Something the Arora runtime ticks once per step.