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Rework monster decision code #109
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demoth
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follower ai - follows the attacker, work only along straight lines
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Instead of boolean. Support for continuous node execution
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Leaf nodes now can return a continuous task: `BtActionTask`(for a certain number of frames) and `BtWaitingTask` (until an event is received). This is a way of saving a state of the BT which was completely stateless before (previously each execution of BT could result in a different decision every frame, even though the character's state machine is unlikely to change so quickly). BT is now wrapped into a `BtContext`, which is a combination of a BT and a current task (if exists). As an example, when the BT decides to initiate an attack, it would keep this decision until the attack is finished.
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Monster can now decide to shoot or run for a certain duration towards the target. Previously, continuous running was possible only as a fallback (because there was no state, no place to store current decision). Plus some random docs & comments
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move enemy knowledge variables to `.monsterinfo` structure from Game object into the Entity
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Implement a composable monster ai decisioning using Behavior Trees
Character behaviors:
Priorities:
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