#Break it down into composite parts:
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Wouldn't the condition need to be managed by something in an upper layer of abstraction?
I'm still trying to work out if I should use GOAP, an FSM, etc.
I found this project, actually, and I'm still working to parse how exactly this thing works https://github.com/altf4/SmashBot
If you're trying to implement an actual ai behavior, then goap, behaviour tree, utility ai and many other approaches are viable options. From my understanding you were trying to implement a sort of testing system. If that's the case, I'd go with a custom implementation similar to what I suggested.
You'll need a system that would run these data based actions/sequences indeed. But that's implementation details. There are many ways to go about it.
yeah, I'm trying to build out AI behavior, but because the actions a bot can perform involve execution across multiple ticks of gametime, I need some construct to account for that