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Bot brain "HAHA i can do TORCH SPAM"
or
Hover your mouse over one and do: TheInput:GetWorldEntityUnderMouse():Remove()
Without the wormhole, he would have just stood there and died anyway. Maybe he would have ate enough to empty a spot in his inventory, then go get more food....but that also usually ends up with picking up non-food and giving up on life.
I've tried to extract all of the code differences between DS and DST to a single file so it should use the same code....but still requires me to test it.
I have a janky solution for the "get stuck on trees" that barely works.
He's supposed to figure out that he can't get to something, then add that thing to his "ignore" list. Also, if the pathfinder fails, I'm supposed to get a notification so I can cancel the action.
Not sure what happens sometimes. I think the pathfinder code sometimes thinks its a straight shot, so I don't get notified that it failed (it thinks it succeeded), and I must have missed the "im not running anywhere, abort" code for some of the actions.
The game already uses Behavior Trees for all of their mobs.
https://en.wikipedia.org/wiki/Behavior_tree_(artificial_intelligence,_robotics_and_control)
So I simply defined a bunch of behaviors for wilson. There are simple things like "DontBeOnFire()", and the more complex things like "FindTreeOrRock", "FindResourceToHarvest", "FindResourceOnGround", "ManageClothes", etc.
All you do is essentially define the order of behaviors. Any behavior at a higher "rank" will constantly enter the "VISIT" state where it asks "is there anything you need to do?". If yes, that behavior will enter the RUNNING state. At that point, only it, and all nodes higher priority will be able to run until that behavior is done.
Don't mean to make it sound simple either. There are 10k lines of code over 20 behaviors, and 3 new components. But there is no learning going on. He follows his rules and does nothing more, nothing less lol
Then I'll wait for the normal "FindSomethingToChop" behavior find it naturally.
The trees take a while to burn, so if he wanders too far away, he'll tend to not find the burnt trees later.
He will only burns trees if 1) he doesn't have 10 charcoal and 2) that tree isn't surrounded by anything else that is flammable
But with wolfgang, yeah....he's just going to be eating non stop lol
Yeah, when he gets stuck like that, I just click the brain and turn him off/on again and hope he doesn't get stuck.
Wonder what he was trying to make. I didn't tell him what ingredients were...he looks those all up himself. He generates a list of all possible things he could possibly make with his current inventory, sorts them by best in class, and makes either what he currently needs most (hunger, health, sanity), or just picks one at random if he doesn't need anything.
If you push the console button, it might show you what he was trying to do (if he's still doing it).
Thanks jbecl2000 - I'll take a look