Eternal struggle with the AI

Haven’t updated this in a while and yes I am still working on things! Naively since i was successful in refactoring the AI code so now we can have multiple guard experiences. I thought it would be good to figure out how to move the guard towards the art if the player drops it. So that they can pick it up and move it back to the original spot.

I am not quite sure why but it seems like the behaviour tree branch for “needToReturnArt” keeps retriggering. also the move to task is not executing correctly. I have several suspicions.

  • i tried switching out the move to task with move to directly task and it seems like the guards are able to move more appropriately

  • Maybe it’s the order to which i store the values of the blackboard variables. where when the flow gets to the move to, the droppedartlocation variable is still invalid

I’m getting to he point where I am considering to redo the entire logic again to see if i run into the same problem.

Also I finished the opening sequence for the news announcement, and i think i should get started on the success state. I am still not sure if i should have this maximised on the screen or have it embedded in an object.

Also I was playing with other ideas with name: “lucid heist” clearly at first I didn’t know how to spell heist, so i spelt it with an a (which i still do).

lucidHeistLogo_1.png

TOnight I tried some other options like cone check decorator and creating my own cone check service. I can see that there are some things I can do to prevent the duplication of states and maybe I should do that first to clean up the AI states based on enum value so things aren’t as crazy.

To do

  • try to refactor the states of the guard to clearer branches of : patrol, search, chase, battle and restore art

  • try to remove the variables and restart how to pipe in the data needed to drive the art pick up information.

The problem here is even if I fix the move to issue, I still in my head can’t figure out how might I be able to detach the art from the guard’s hand since there is no way for me to pass that information through to the behaviour task.

If this rabbit hole really doesn’t work i will just reset the art piece location to the original location when dropped.