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Miner Threat AI

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Mar 18th, 2016
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  1. Miner Threat AI planner
  2.  
  3. This file outlines how the enemies will behave in relation to the player. States are decided while
  4. playing, and traits are specific to the enemy type. Using this method, simply by setting the traits
  5. of the enemies. The only trait that will change on runtime is hostility, simply due to being shot.
  6.  
  7. AI States
  8. 1 Asleep (Must be shot, hear shot nearby, or get touched by player to wake)
  9. 2 In Territory
  10. 3 Mood (Angry, Aggravated, or Calm)
  11.  
  12. State Explanations
  13. 1
  14. If asleep, enemy will not do anything. If woken up by being attacked, they
  15. are guaranteed to be angry.
  16. 2
  17. Weather or not the enemy is within its own territory. If it is, it has a bonus
  18. attack multiplier of 1 + hostility level / 10.
  19. 3
  20. Willingness to attack player. Angry and aggravated both mean that they will shoot
  21. the player, but natural hostility means automatically angry instead of aggravated.
  22. Getting shot by the player sets it to either angry or aggravated depending on
  23. natural hostility.
  24.  
  25. AI Traits (From 0 - 10)
  26. 1 Hostility Level
  27. 2 Territorial
  28. 3 Trigger-happy Level
  29. 4 Movement speed
  30. 5 HP
  31. 6 Naturally Hostile (Yes or no)
  32. 7 Hearing ability
  33.  
  34. Trait Effects
  35. 1
  36. Willingness to attack player unprovoked; 0 means will not attack unless
  37. attacked by player. Number is the distance in which the enemy will attack
  38. the player. If territorial, this will be 0; unless the enemy is hurt. In
  39. which case, it will be 5 if aggravated, 8 if angry.
  40. 2
  41. Area around the enemy in which they will become aggravated. Naturally hostile
  42. enemies will not be angry upon entering territory. Once the player leaves
  43. their territory, they will go back to being calm; unless naturally hostile.
  44. 3
  45. Interval in between pulling trigger. Formula for calculating the fire rate
  46. is fire rate = gun ROF * (10 - trigger-happy level)
  47. 4
  48. How fast the enemy moves in pixels per frame. A 50% bonus is active while
  49. an enemy is angry, not aggravated.
  50. 5
  51. The base HP for the enemy.
  52. 6
  53. Weather they get angry or aggravated when the opportunity arises.
  54. 7
  55. How far the enemy can hear to be woken up. If 0, the enemy is deaf and therefore
  56. can only be woken up by being touched.
  57.  
  58. Rules
  59. 1 Hostility level cannot be above 0 if territorial UNLESS angry or aggravated
  60. 2 Cannot be angry unless either woken up or naturally hostile
  61. 3 Getting hurt results in either permanent anger or aggravation
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