Agent Behaviors
Create complex agent behaviors with rules.
Priority System
Rules execute in priority order. Use this to create fallback behaviors:
// Highest priority - emergency behavior
rule flee {
priority: 10
when danger_nearby
do flee(speed: 5)
}
// Medium priority - goal behavior
rule seek_food {
priority: 5
when hungry
do move_toward(target: "food")
}
// Lowest priority - idle behavior
rule wander {
priority: 1
when true
do wander(speed: 1)
}State-Based Behaviors
rule become_hungry {
priority: 3
when energy < 30
do set_state(hungry: true)
}
rule eat {
priority: 4
when hungry and near_food
do eat(amount: 20)
}Event Emission
rule greet {
priority: 2
when near_other_agent
do emit(event: "greeting", data: { mood: mood })
}