AI

Description

This defines all of the AI behaviors that enemies and/or bosses would need to use. The behaviors are defined through the enums that store it, and the enemies that would use it would call a separate AI manager class and handles it's behavior based on certain information passed in, such as position, target position, current health, etc.


AI Degree

Highly - AI is desperate.
Normal - Knows there is an enemy nearby.
Lowly - Doesn't know there is an enemy nearby.

AI States

Aggressive - more likely to be up in the face of the enemy and melee attacking
(Common to these types of Units - Guard, Mercenary, Berserker)

Defensive - more likely to be in the back, a certain distance away from the enemy
(Common to these types of Units - Sorcerer, Hunter, Blind Apprentice)

Supportive - either up close near melee or in back depending on type and health, and more likely casting supportive abilities.
(Common to these types of Units - Priest, Holy Knight, Admiral)


Aggressive State

Highly Aggressive
How It Gets There - AI has fired a lot of shots, health is most likely medium to low but other values here can be high enough to set it off with health being higher, many deaths have taken place, few aggressive stance AI around, abilities are more aggressive standing.
What It Does - Raises damage. Frequency of attacks is shortened (cooldown timer is shortened). Speed is slightly upgraded.

Normal Aggressive
How It Gets There - Action points are in a frequent range, not many deaths, not extremely low on health, hasn't fired a lot.
What It Does - Gravitates towards enemy. Attacks at a regular pace with a 40/40/20 percentage across the abilities. Speed is normal.

Lowly Aggressive
How It Gets There - Action points are low to nil, no suspicion there is an enemy near, no deaths recently. Abilities are more aggressively suited. Character persona is more aggressively attributed.
What It Does - 'Marching' pattern with pathing. More likely to be where the action is likely to occur. More likely to cast an aggressive move if spots enemy. More likely to go to Normal Aggressive. Normal movement speed.


Defensive State

Highly Defensive
How It Gets There - Likely ranged unit or low health unit, likely coming from Normal Defensive or Normal Supportive. Lot of action was in area, lot of deaths nearby, not many if any other AI around, possibily has taken damage recently
What It Does - Raises willpower, phys. def, and magi. def statistics. Runs from enemy until far enough to attack without dying the next second. Speed is slightly upgraded. Mostly running, few attacks. Cooldown timer is normal

Normal Defensive
How It Gets There - Action points are in a frequent range, not many deaths, not low on health, hasn't fired, hasn't fired a lot.
What It Does - Stays a good distance from the action. Cooldown timer is higher than normal so it attacks at a slower pace. Speed is normal.

Lowly Defensive
How It Gets There - Action points are low to nil, no suspicion there is an enemy near, no deaths recently. Abilities and persona more defensively attributed.
What It Does - 'Waypoint then Pause' pattern with pathing. Not much moving. More likely to be in the back when action starts. More likely not to cast anything when action takes place and instead move to a suitable location. More likely to go to Normal Aggressive. Slightly slower speed (casting/walking/attacking).


Supportive State

Highly Supportive
How It Gets There - Abilities/archetype coming from Supportive role. Few AI around or AI that is around is very drained of their health. Death of all AI seems imminent soon (this will be found out by a heuristic, howPowerful of Enemy class will be added up and calculated)
What It Does - Raises supportive power (heal damage, cooldown timer shorterned, etc). Speed is slightly upgraded. Cooldown timer is lessened. Either similar to highly aggressive or highly defensive based off archetype (i.e. priest will be defensive, admiral will be aggressive)

Normal Supportive
How It Gets There - Action points are in a frequent range, not many deaths, not low on health, hasn't fired, hasn't fired a lot.
What It Does - Depending on archetype, either stays further back from enemy defensively, or nearer to the troops he is attached to. Attacks at regular pace but supportive move will have a higher percentage (i.e. Priest would be 10, 60, 30 depending on distance of enemy, closer the enemy.. more likely he will use a melee attack). Speed is normal

Lowly Supportive
How It Gets There - Action points are low to nil, no suspicion there is an enemy near, no deaths recently. Abilities and persona more supportively attributed.
What It Does - 'Attach-self with biggest group of Friendlies then have them flock with you' pattern with pathing unless 2 supportive characters are already in group. More likely to be in the middle when action starts. More likely to be defensive and fall back at first, then cast supporting spell. Slightly slower speed (casting/walking/attacking).

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License