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remove behavior.ForF()
when behaviors want to signal ForF, they return a special faux ActionForF() to go into the urgency election
if this action is picked, a new round of behavior picking happens
behavior.actionForF() is polled, urgency + status calculated by each behavior, highest picked
The text was updated successfully, but these errors were encountered:
SelfDefend.actionForF() -- check actor.confidence() (looks at wounds vs hubris), set urgency opposite to confidence, return a flee action -- lower confidence if adjacent, lower if target has missile, lower by distance. can be over 1f if confidence not berserker-level and wounds high
Hitter.actionForF() -- if no melee weapon, null. if in hit range of target, Attack 1f, or equip melee 0.8f. else step toward target, urgency opposite to distance
Shooter.actionForF() -- if no missile, null. if in optimal range, attack 1f, or equip missile 0.8f. if out of range, step toward, urgency opposite to distance-from-range.
make ActionGoal("string", targetentity) which triggers the re-election of behaviors to get a real action, by asking their doGoal()
give up on ForF -- just have selfDefend or whatever decide right there (via its own params like aggression) whether to fight or flight, and return ActionGoal("fight") or ActionGoal("flee")
remove behavior.ForF()
when behaviors want to signal ForF, they return a special faux ActionForF() to go into the urgency election
if this action is picked, a new round of behavior picking happens
behavior.actionForF() is polled, urgency + status calculated by each behavior, highest picked
The text was updated successfully, but these errors were encountered: