BehaviorExecutor

Struct BehaviorExecutor 

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pub struct BehaviorExecutor { /* private fields */ }
Expand description

Executor for behavior trees with tick-based execution.

This provides a simple interface for running behavior trees at a fixed rate.

§Example

use mecha10_behavior_runtime::prelude::*;

let mut executor = BehaviorExecutor::new(behavior, 30.0);

let (status, stats) = executor.run_until_complete(&ctx).await?;
println!("Behavior completed with status: {} in {} ticks", status, stats.tick_count);

Implementations§

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impl BehaviorExecutor

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pub fn new(behavior: BoxedBehavior, tick_rate_hz: f32) -> Self

Create a new behavior executor.

§Arguments
  • behavior - The behavior to execute
  • tick_rate_hz - Tick rate in Hz (e.g., 30.0 for 30 Hz)
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pub fn with_max_ticks(self, max_ticks: usize) -> Self

Set the maximum number of ticks before timeout.

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pub async fn init(&mut self, ctx: &Context) -> Result<()>

Initialize the behavior.

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pub async fn run_until_complete( &mut self, ctx: &Context, ) -> Result<(NodeStatus, ExecutionStats)>

Run the behavior until it completes (Success or Failure).

This will tick the behavior at the configured rate until it returns a terminal status (Success or Failure).

§Returns

The final status and execution statistics.

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pub async fn run_for_duration( &mut self, ctx: &Context, duration: Duration, ) -> Result<(NodeStatus, ExecutionStats)>

Run the behavior for a fixed duration.

This will tick the behavior at the configured rate for the specified duration, regardless of whether it completes.

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pub async fn terminate(&mut self, ctx: &Context) -> Result<()>

Terminate the behavior.

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pub async fn reset(&mut self) -> Result<()>

Reset the behavior to its initial state.

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