26 June 2020 (W4) - AI, Crafting, and UI
The last week and a half has been a busy, exciting week (and a half!) as I've begun to ramp up working again. Various situations (present company included) drained my motivation to work, and my mental health. Not to worry though, I'm back and ready to keep working! Also, there's a shiny at the bottom if that's what you're after. ;) The State of AI There's my shitty pun for the day... I ended the second half of last week by overhauling completely the way AI is handled in Astraeus. No longer an unexpandable, spiderwebby mess intertwined with random classes, it's now handled in a nice, modular 'state machine'. While technically it's not like the kind of AI decision state machines that the term commonly denotes, it still follows a state machine pattern. AI behaviours are held in modular, compact "AIStates", which can be chained together to create dependent substates (like how you Walk to your enemy to Attack them). This is all held in a q