03-07-2013, 05:22 PM
Ad multiple behaviors: Either have priorities, or execute both behaviors. So in the creeper example, either make cat-afraidity more important than following the player, or have the two behaviors agree on a compromise.
For start, I think priorities are the way to go, and later on we can add behavior interaction - one behavior asking if the pawn has another specific behavior and doing something accordingly.
Also, this will allow us to make it really simple in the decision making - if a creeper sees a player, make it follow them; if it sees a cat, make it afraid of the cat; just push the behaviors into the creeper's internal list of behaviors and let the creeper's AI decide what to really do.
For start, I think priorities are the way to go, and later on we can add behavior interaction - one behavior asking if the pawn has another specific behavior and doing something accordingly.
Also, this will allow us to make it really simple in the decision making - if a creeper sees a player, make it follow them; if it sees a cat, make it afraid of the cat; just push the behaviors into the creeper's internal list of behaviors and let the creeper's AI decide what to really do.