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Rework monster decision code

Open demoth opened this issue 1 year ago • 0 comments

Implement a composable monster ai decisioning using Behavior Trees

Character behaviors:

  • idle states - fidget/stand
  • react to damage - pain/dead state
  • walking/running
  • melee attack
  • ranged attack
  • TODO: "sliding"
  • TODO: jump
  • TODO: flying / swimming
  • TODO: specials (medic)
  • TODO: path target and combat target
  • TODO: bosses

Priorities:

  1. if triggered & has combat point -> go to combat point
  2. if triggered & see enemy & fired at -> duck
  3. if triggered & see enemy -> attack enemy
  4. if triggered & !see enemy -> chase
  5. if !triggered & has path-target -> goto path-target
  6. else: Idle

demoth avatar Jan 16 '24 20:01 demoth