Behaviors are Brain's equivalent of Goals, constructed using a map of MemoryModuleTypes to MemoryStatus. This map functions as an "entry condition" that dictates whether or not the Behavior can start executing based on the presence or absence of specific Memory Modules. The equivalent to this in Goals is the Flags passed in to the "setFlags" method during the Goal's construction.
+
Behaviors are Brain's equivalent of Goals, constructed using a map of MemoryModuleTypes to MemoryStatus. This map functions as an "entry condition" that dictates whether or not the Behavior can start executing based on the presence or absence of specific Memory Modules. The equivalent to this in Goals is the Set of Flags passed in to the "setFlags" method during the Goal's construction.
They can also be given a min and/or max runtime duration in ticks, automatically terminating at a timestamp randomly determined by the supplied runtime duration value(s). The "checkExtraStartConditions", "start", "canStillUse", and "stop" methods correspond to Goal's "canUse", "start", "canContinueToUse" and "stop" methods, respectively.
They can also be given a min and/or max runtime duration in ticks, automatically terminating at a timestamp randomly determined by the supplied runtime duration value(s). The "checkExtraStartConditions", "start", "canStillUse", and "stop" methods correspond to Goal's "canUse", "start", "canContinueToUse" and "stop" methods, respectively.