Open jrheard opened 7 years ago
http://www.roguebasin.com/index.php?title=The_Incredible_Power_of_Dijkstra_Maps
likely also relevant to #35
per that last article:
4) Desire-driven AI. Most of the things a monster will do involve moving toward something or moving away from it. Here are some examples: The player: approach or flee. Treasure: collect it. Fellow monsters: approach to aggregate into packs, flee to keep monsters wandering around by themselves. Food: Go to it and eat it. Water: Go to it and drink it. Sounds: Investigate them, or avoid them. Hive queen: Stay near her. Stealth: Prefer to be in cells that the player can't currently see.
in reality we'll probably just use super-dumb-simple finite state machines
but i'm going to dump some random links i found here