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If you've been looking at steering behaviours you've probably seen this page which is by the guy who first came up with steering behaviours. If you want to know about the general background of how steering behaviours work that's the best place to start. The steering behaviours were implemented by the same chap in a library called OpenSteer which was ported ...


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Since your AI is steering based it's pretty simple. You need to weigh your forces based on how important they are. The closer you get to obstacles the more important they should be, otherwise chasing should be the most important. There are a couple different ways to implement it, but I always found having some "max force" worked best where you iterate over ...


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Okay, through some trial and error, I've come up with a system that works. The ai chooses a target node, then uses this method: public Point Next() { Point r = new Point(0,0); float weight = float.MaxValue; Point o = new Point(loc.X + 1, loc.Y); float heuristic = Heuristic(targetNode.Position, o); float distance = ...


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Often times your ai is the result of several components working together, not just one master ai piece of code. The solution you are after can be achieved in this manner. As already mentioned you can give your creatures states so that they know what their current task is, roaming, rushing, standing ground, retreating, etc. Next you can add pathfinding. This ...


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You should be able to accomplish this with "creature" states. Roaming Attacking Retreating Defending On each "turn" you evaluate what the state of each creature should be and handle their movement accordingly. For example, if the current state is "Roaming" and the engine evaluates that an enemy is now in front, the state is changed to "Attacking" and a ...



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