mecha10_behavior_runtime/behavior.rs
1//! Core BehaviorNode trait and types
2//!
3//! This module defines the fundamental `BehaviorNode` trait that all behaviors must implement.
4
5use crate::NodeStatus;
6use async_trait::async_trait;
7use mecha10_core::Context;
8use std::fmt::Debug;
9
10/// Core trait that all behavior nodes must implement.
11///
12/// This is the fundamental building block of the behavior system. Everything - from simple
13/// actions to complex AI models to composition primitives - implements this trait.
14///
15/// # Design Principles
16///
17/// 1. **Simplicity** - One method: `tick()`
18/// 2. **Async-first** - All behaviors are async by default
19/// 3. **Composable** - Nodes can be freely combined
20/// 4. **Type-safe** - Rust's type system ensures correctness
21///
22/// # Example
23///
24/// ```rust
25/// use mecha10_behavior_runtime::prelude::*;
26///
27/// #[derive(Debug)]
28/// struct PrintMessage {
29/// message: String,
30/// }
31///
32/// #[async_trait]
33/// impl BehaviorNode for PrintMessage {
34/// async fn tick(&mut self, ctx: &Context) -> anyhow::Result<NodeStatus> {
35/// println!("{}", self.message);
36/// Ok(NodeStatus::Success)
37/// }
38///
39/// fn name(&self) -> &str {
40/// "print_message"
41/// }
42/// }
43/// ```
44#[async_trait]
45pub trait BehaviorNode: Send + Sync + Debug {
46 /// Execute one tick of the behavior.
47 ///
48 /// This method is called repeatedly by the execution engine. It should:
49 /// - Perform one unit of work
50 /// - Return quickly (non-blocking)
51 /// - Return `NodeStatus` to indicate progress
52 ///
53 /// # Arguments
54 ///
55 /// * `ctx` - Execution context with access to messaging, sensors, etc.
56 ///
57 /// # Returns
58 ///
59 /// * `NodeStatus::Success` - Behavior completed successfully
60 /// * `NodeStatus::Failure` - Behavior failed (irrecoverable error)
61 /// * `NodeStatus::Running` - Behavior is still executing (call again)
62 ///
63 /// # Errors
64 ///
65 /// Return an error for exceptional conditions that should halt execution.
66 /// For recoverable failures, return `Ok(NodeStatus::Failure)` instead.
67 async fn tick(&mut self, ctx: &Context) -> anyhow::Result<NodeStatus>;
68
69 /// Get the name of this behavior node.
70 ///
71 /// Used for debugging, logging, and monitoring. The default implementation
72 /// returns the type name.
73 fn name(&self) -> &str {
74 std::any::type_name::<Self>()
75 }
76
77 /// Return mutable references to this node's child behaviors, in the order
78 /// they should receive lifecycle events.
79 ///
80 /// Leaf nodes have no children and should not override this - the default
81 /// implementation returns an empty list. Composite nodes (e.g. `SequenceNode`,
82 /// `SelectOrNode`, `ParallelNode`, `SubsumptionNode`, `EnsembleNode`) override
83 /// this to expose their children, which drives the default `on_init`/
84 /// `on_terminate`/`reset` propagation below without each composite having to
85 /// hand-roll the same loop.
86 fn children_mut(&mut self) -> Vec<&mut dyn BehaviorNode> {
87 Vec::new()
88 }
89
90 /// Reset the behavior to its initial state.
91 ///
92 /// Called when the behavior needs to be restarted (e.g., in a loop or
93 /// after a failure). The default implementation propagates the reset to
94 /// every child returned by `children_mut`.
95 async fn reset(&mut self) -> anyhow::Result<()> {
96 for child in self.children_mut() {
97 child.reset().await?;
98 }
99 Ok(())
100 }
101
102 /// Called when the behavior is first initialized.
103 ///
104 /// Use this for one-time setup like loading models, establishing connections, etc.
105 /// The default implementation propagates `on_init` to every child returned by
106 /// `children_mut`.
107 async fn on_init(&mut self, ctx: &Context) -> anyhow::Result<()> {
108 for child in self.children_mut() {
109 child.on_init(ctx).await?;
110 }
111 Ok(())
112 }
113
114 /// Called when the behavior is being terminated.
115 ///
116 /// Use this for cleanup like closing connections, saving state, etc.
117 /// The default implementation propagates `on_terminate` to every child
118 /// returned by `children_mut`.
119 async fn on_terminate(&mut self, ctx: &Context) -> anyhow::Result<()> {
120 for child in self.children_mut() {
121 child.on_terminate(ctx).await?;
122 }
123 Ok(())
124 }
125}
126
127/// Type alias for boxed behavior nodes.
128///
129/// This is used for storing heterogeneous collections of behaviors.
130pub type BoxedBehavior = Box<dyn BehaviorNode>;
131
132// ============================================================================
133// Helper Implementations
134// ============================================================================
135
136/// Extension trait for BehaviorNode to provide convenient helpers.
137///
138/// This trait is automatically implemented for all types that implement `BehaviorNode`.
139#[async_trait]
140pub trait BehaviorNodeExt: BehaviorNode {
141 /// Run this behavior until it completes (Success or Failure).
142 ///
143 /// This is a convenience method for testing and simple execution.
144 ///
145 /// # Example
146 ///
147 /// ```rust
148 /// use mecha10_behavior_runtime::prelude::*;
149 ///
150 /// # async fn example(mut behavior: impl BehaviorNode, ctx: &Context) -> anyhow::Result<()> {
151 /// let status = behavior.run_until_complete(ctx).await?;
152 /// assert_eq!(status, NodeStatus::Success);
153 /// # Ok(())
154 /// # }
155 /// ```
156 async fn run_until_complete(&mut self, ctx: &Context) -> anyhow::Result<NodeStatus> {
157 loop {
158 match self.tick(ctx).await? {
159 NodeStatus::Success => return Ok(NodeStatus::Success),
160 NodeStatus::Failure => return Ok(NodeStatus::Failure),
161 NodeStatus::Running => continue,
162 }
163 }
164 }
165
166 /// Run this behavior with a maximum number of ticks.
167 ///
168 /// Returns `Err` if the behavior doesn't complete within `max_ticks`.
169 ///
170 /// # Example
171 ///
172 /// ```rust
173 /// use mecha10_behavior_runtime::prelude::*;
174 ///
175 /// # async fn example(mut behavior: impl BehaviorNode, ctx: &Context) -> anyhow::Result<()> {
176 /// let status = behavior.run_with_limit(ctx, 100).await?;
177 /// # Ok(())
178 /// # }
179 /// ```
180 async fn run_with_limit(&mut self, ctx: &Context, max_ticks: usize) -> anyhow::Result<NodeStatus> {
181 for _tick_count in 0..max_ticks {
182 match self.tick(ctx).await? {
183 NodeStatus::Success => return Ok(NodeStatus::Success),
184 NodeStatus::Failure => return Ok(NodeStatus::Failure),
185 NodeStatus::Running => continue,
186 }
187 }
188 anyhow::bail!("Behavior exceeded maximum ticks ({})", max_ticks)
189 }
190}
191
192// Blanket implementation for all BehaviorNode types
193impl<T: BehaviorNode + ?Sized> BehaviorNodeExt for T {}