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Search the Community: Showing results for tags 'Migrate'.
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Animal AI / Behaviour
PhineasWynd posted a topic in SuggestionsHave you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No):yes Preface:I know AI is a pain in the ass. But I think it's worth it What it adds to the game: A whole lot of immersion and makes the whole world feel aliveA skill element / difficulty level to hunting - animals will flee from you, you will need to sneak up on them,Complexity to building and farming - protecting yourself and your crops from the wildlifeDanger to the player - some animals will stand their ground/charge you, some will stalk and hunt you.Overview: Lots of different actions Spectrum of states Spectrum of dispositions Seasonal/Regional Migration Reaction to playerMechanisms: 1. Lots of different actions Animals have basically 3 functions: Sustain themselves(Eat/drink), Survive(flee/attack/intimidate), Mate(displays, competing with others). I think the first two are the most important for the purposes of the game, as they can involve the player directly, whereas mating behaviours don't really involve the player much. List of actions: (If you think of any more, I can add them to the list) Drink. Find water edge and do eating animation on itStalk. Hide from line of sight of target at a distance away. Can be a variable distance, or gradually get closerHunt (Carnivore). After stalking close enough to target, run at target as fast as possible, attacking it. Animals will only hunt other animals of lower Threat level than them (see below)Cling (Carnivore). Attach to target, doing damage quickly. Like a lion clinging to the back of a zebra sort of thingGraze (Herbivore). Find closest tastiest food (crops included) and do eating animation on it, destroying the food.Feed (Carnivore). Eat from animal corpse (if there is such a thing)Flee. Threat detected, run as fast as possible in a path away from the threat's locationIntimidate. Face target and do intimidation animation and/or noiseStand ground. Face target and stay in position, attack only when target gets closeCharge. Face target and run through them, do damage on passing. Keep going for a while after doing damageHide. Find a hidden spot and stay there until threat is goneProtect. Get between threat and protectee, and intimidate, stand ground, attack.Dying. Stagger around slowly, randomly2. Spectrum of states Key: Capital letter words are variables Each animal should have a base Threat level (set when it is born or fully grown, within a range depending on species) and a Threat-Multiplier, which changes depending on what action the animal is taking at the moment. There should also be an environmental multiplier, which is affected by the type of block the animal is standing on/walking through, to simulate noise. Each animal should also have a Hunger level and a Thirst level which depend on the animal's hunger and thirst, and an Alarm level, which is variable in response to the environment and animals around it, and its current health level. Then it goes through a Converter to convert from Hunger/Thirst/Alarm to different actions. The higher the Hunger/Thirst level, the more likely it is to ignore the Alarm level, and take care of its needs. The Alarm level is calculated from the Threat level divided by distance (squared?) of animals around it. Alarm responds to other animals' Alarm level as well, and some animals' Alarm level lowers in response to being around more of the same species. Alarm goes to very high when damage is taken. Also goes high when other animals of same species near it take damage. 3. Spectrum of dispositions Different species of animals (and different genders, pregnant, with baby, alpha male, etc.) should have different dispositions, which means different actions in response to its various Need levels. Or in other words, a different Converter. Key: Lower Threat, Same Threat as own, Higher Threat Types of disposition: (If you think of more you're welcome to post them, and I'll add them to the list) Prey, small - Possible actions in order from lowest Alarm to highest: Drink, Graze, Hide, Flee Prey, medium - Drink, Graze, Flee Prey, large - Drink, Graze, Intimidate, Charge, Flee Predator, medium - Drink, Feed, Hunt, Intimidate, Flee Predator, large - Drink, Feed, Hunt, Cling, Intimidate, Stand ground Many more types, eg. Mother Bear - Drink, Graze, Feed, Protect There should also be some randomness so that animals don't always do exactly the same thing. 4. Seasonal/Regional Migration Animals should move around in the world. Some species should migrate to different areas for different parts of the year, some species should wander around a territory, some should do it in groups, some solitary. They should also travel to different areas when not loaded in the chunks (change of coordinates of the unloaded animal?). This can be done properly with the way islands are going to be partially pre-generated. This should pose a good challenge for the player, as animals will not always be in the same location. Deer and other prey will move around, and you will need to track them. Also, predators will move into your region, and may decide to hunt you. This is almost another suggestion, but maybe there can be a tracking mechanic (right click on ground with hand as if you're checking for prints and droppings? Shows where animals were recently, higher tier skill reveals animals further back in time, the direction of travel of the animal, more types of animal. 5. Reaction to player The player would count as a middling high Threat animal - some predators might try to hunt him, and most animals would count him as a threat. Threat level of the player would increase/decrease for different actions/wearables. Crouching lowers Threat level of the player, drinking lowers Threat a lot, running towards an animal increases Threat, running away decreases it. Jumping increases Threat level. Standing still lowers Threat the longer you stand, etc.