Not a Go veteran, but I implememted a behavior tree in a little simulation game prototype. Looked very similar structurally but your version is nicer.
As an aside:
I don’t particularly like behavior trees. Not sure why, but they feel brute-force-y to me, and I find them much harder to reason about than state machines. Once you express state machines as data, they can become just as powerful and feel less fiddly.
A different thought I have that I couldn’t get around exploring is to implement behavior trees with channels (no go routines). But that’s just a vague notion.
There was a article from Russ Cox „Storing Data in Control Flow“. Maybe there‘s something there?
As an aside:
I don’t particularly like behavior trees. Not sure why, but they feel brute-force-y to me, and I find them much harder to reason about than state machines. Once you express state machines as data, they can become just as powerful and feel less fiddly.
A different thought I have that I couldn’t get around exploring is to implement behavior trees with channels (no go routines). But that’s just a vague notion.
There was a article from Russ Cox „Storing Data in Control Flow“. Maybe there‘s something there?