AgentLifecycle

Trait AgentLifecycle 

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pub trait AgentLifecycle: Send + Sync {
    // Provided methods
    fn on_wait(&self, _state: &AgentState) -> Effect<()> { ... }
    fn on_resume(&self, _state: &AgentState) -> Effect<()> { ... }
    fn on_goal_created(
        &self,
        _goal_id: GoalId,
        _description: &str,
    ) -> Effect<()> { ... }
    fn on_goal_activated(&self, _goal_id: GoalId) -> Effect<()> { ... }
    fn on_goal_achieved(&self, _goal_id: GoalId) -> Effect<()> { ... }
    fn on_goal_failed(&self, _goal_id: GoalId, _reason: &str) -> Effect<()> { ... }
    fn on_plan_created(&self, _plan_id: PlanId, _goal_id: GoalId) -> Effect<()> { ... }
    fn on_plan_completed(&self, _plan_id: PlanId) -> Effect<()> { ... }
    fn on_belief_updated(
        &self,
        _belief_id: BeliefId,
        _confidence: f32,
    ) -> Effect<()> { ... }
    fn on_belief_superseded(&self, _old: BeliefId, _new: BeliefId) -> Effect<()> { ... }
    fn on_drift_detected(
        &self,
        _other_agent: AgentId,
        _composite_score: f64,
    ) -> Effect<()> { ... }
}
Expand description

Lifecycle hooks for agent state transitions and BDI events.

All methods have default no-op implementations so consumers only override the hooks they care about. Return Effect::Err(...) to signal that the hook vetoed the transition (caller decides policy).

Provided Methods§

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fn on_wait(&self, _state: &AgentState) -> Effect<()>

Called when the agent enters a wait state (checkpoint).

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fn on_resume(&self, _state: &AgentState) -> Effect<()>

Called when the agent resumes from a wait state.

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fn on_goal_created(&self, _goal_id: GoalId, _description: &str) -> Effect<()>

A new goal was created for this agent.

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fn on_goal_activated(&self, _goal_id: GoalId) -> Effect<()>

A goal transitioned to Active.

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fn on_goal_achieved(&self, _goal_id: GoalId) -> Effect<()>

A goal was achieved (all criteria satisfied).

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fn on_goal_failed(&self, _goal_id: GoalId, _reason: &str) -> Effect<()>

A goal failed (deadline, max retries, or explicit failure).

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fn on_plan_created(&self, _plan_id: PlanId, _goal_id: GoalId) -> Effect<()>

A new plan was created for a goal.

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fn on_plan_completed(&self, _plan_id: PlanId) -> Effect<()>

A plan completed (all steps done).

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fn on_belief_updated( &self, _belief_id: BeliefId, _confidence: f32, ) -> Effect<()>

A belief was created or its confidence was updated.

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fn on_belief_superseded(&self, _old: BeliefId, _new: BeliefId) -> Effect<()>

A belief was superseded by a newer belief.

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fn on_drift_detected( &self, _other_agent: AgentId, _composite_score: f64, ) -> Effect<()>

Drift was detected between this agent and another.

Implementors§