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Currently the 'AI' of the game is 'single-tracked'. All AI-enabled objects follow the same checks, and same behavior, and overriding checks are hardcoded. No customization can be done in the AI component except when taken from the ActorInfo and ActorInfoType owner.
This makes AIs that are fundamentally different (e.g. capital ship AI) more difficult to implement.
Implement an AI configuration class to store AI-specific data. AI configuration will be carried by the ActorInfo, and used as a context parameter when executing Actions.
Target the following AI configurations as test implementations
NoAI (does nothing)
SlowAI (turns more slowly. Can be used to implement easy AI)
IgnoreEverythingAI (moves to destination, ignoring every attack or collision against it. Can be used to implement a capital ship AI)
The text was updated successfully, but these errors were encountered:
Currently the 'AI' of the game is 'single-tracked'. All AI-enabled objects follow the same checks, and same behavior, and overriding checks are hardcoded. No customization can be done in the AI component except when taken from the ActorInfo and ActorInfoType owner.
This makes AIs that are fundamentally different (e.g. capital ship AI) more difficult to implement.
The text was updated successfully, but these errors were encountered: