Today I spent a reasonable amount of time (plus quite a bit of procrastination) to set up the adversarial dummy AI. There are three main behaviours it exhibits:
it patrols in a set of locations based on a single BP (I probably need to figure out how I can fold that into my houdini WFC if i want to do it more dynamically
if it sees the player holding a piece of art, the AI will start chasing
if it looses sight, it will go to my last seen location, search for three times around a fixed radius and then return back to patrolling
It was an immensely technical and crazy way to set up those AIs - establishing all the conditions and behaviour of the AI… There were a few things I had to debug and thank you to the youtube comments to help out with some of the missed steps in this tutorial. Where they have edited out the set up of the changing status of the AI from chasing to searching.
It’s pretty fascinating how having friendly NPC guests roaming around and certain art pieces around really obstruct the escape.
I think the next step is to introduce a fail state (if the guard touches you? or should we do some tuck a war activity between the character) and switch out the guard to my own character,