jake2
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Rework monster decision code
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:
- if triggered & has combat point -> go to combat point
- if triggered & see enemy & fired at -> duck
- if triggered & see enemy -> attack enemy
- if triggered & !see enemy -> chase
- if !triggered & has path-target -> goto path-target
- else: Idle