unified bt for modular#1020
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yodsv2
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Jun 5, 2026
| self._service_steps = list(steps) | ||
| self._service_trees = [ | ||
| (step_name, self._coerce_runtime_tree(subtree_or_builder)) | ||
| (step_name, BehaviorTree.resolve_tree(subtree_or_builder)) |
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It’s needed for ownership, not because that specific line is dramatically smarter.
self._coerce_runtime_tree(...) was BottingTree-owned coercion logic: “take a tree/node/builder and normalize it into a BehaviorTree.” But after the unification, that semantic belongs to BehaviorTree, not BottingTree.
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This PR unifies the modular JSON runtime path around BottingTree.
Modular is now only a JSON/data adapter: recipes compile into named planner steps, and BottingTree owns execution, progress, restart/pause behavior, services, and blackboard state.
Shared behavior tree composition/coercion now lives in BehaviorTree, with BT.Composite kept as compatibility delegation rather than a separate implementation.
It also removes the old modular runner/runtime facade, moves hero setup ownership into BottingTree, updates Modular Tester/Coder and campaign prebuilts to use the direct BottingTree path, and refreshes architecture validation/tests around the new contract.
Finally, it fixes the recent dialog flow issues by ensuring multi-dialog NPC interactions move/interact once, wait for the dialog to actually open, then send each dialog id in order.