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BehaviorTree

Struct BehaviorTree 

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pub struct BehaviorTree {
    pub name: String,
    pub bb: Blackboard,
    pub registry: SubtreeRegistry,
    pub last_status: NodeStatus,
    pub sim_time: f64,
    pub active: bool,
    /* private fields */
}
Expand description

The top-level behavior tree that owns a root node, a blackboard, and an optional subtree registry.

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§name: String

Human-readable label for debugging.

§bb: Blackboard§registry: SubtreeRegistry§last_status: NodeStatus

Status returned by the last tick() call.

§sim_time: f64

Total accumulated simulation time in seconds.

§active: bool

Whether the tree is currently active.

Implementations§

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impl BehaviorTree

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pub fn new(name: &str, root: BehaviorNode) -> Self

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pub fn tick(&mut self, dt: f32) -> NodeStatus

Tick the entire tree by dt seconds. Advances the blackboard clock and resolves any SubtreeRef nodes via the registry.

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pub fn reset(&mut self)

Reset the whole tree so it starts fresh next tick.

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pub fn set_active(&mut self, active: bool)

Pause / resume ticking.

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pub fn blackboard(&self) -> &Blackboard

Access the blackboard immutably.

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pub fn blackboard_mut(&mut self) -> &mut Blackboard

Access the blackboard mutably (useful for injecting sensor data).

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pub fn registry_mut(&mut self) -> &mut SubtreeRegistry

Access the subtree registry mutably (register subtrees after build).

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pub fn node_names(&self) -> Vec<String>

Collect all node names in the tree (depth-first).

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impl Debug for BehaviorTree

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more

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