Woodmanan / RoguelikeFramework

A framework for making roguelike games in the Unity game engine.
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Inverted Control AI #27

Closed Woodmanan closed 2 years ago

Woodmanan commented 2 years ago

You should REALLY look into making a system for this before break is up. It would be unbelievably nice to have, and should be pretty interesting to tackle.

Woodmanan commented 2 years ago

I just realized that this is one comment for what is probably one of the largest tasks of the redesign. First, this ties in with #11 - do these at the same time. This also ties in with #29, because those abilities will need a way to detect if they are the ability that should be used.

This really boils down to a few parts:

  1. Generic interaction with objects. Objects should be able to create Actions, and pass them along to whoever wants to be working with them. Along with this are the concept of a linked action - something like "First move to the cupboard, grab a cup, fill the cup, and then drink" being one connected set of actions, rather than hoping the AI happens to pick those in a row.
  2. Generic Recommendation - When viewing an action or set of actions, have some sort of evaluation available to determine if it's a good idea. This should be a fast heuristic, unless the slow approach works as well.
  3. Built in functions - The AI should have some default ideas that it always checks - things like moving, fighting, fleeing, casting a spell, etc. It should evaluate these every now and then, or every turn when it sees an enemy.