Serin-Delaunay wrote
That's the kind of thing safety maps are designed for (see
here and
here). Rather than pathfinding away from the player (as in those examples), it would pathfind away from a combination of hostile creatures and environmental dangers. Once the NPC is in a tile it judges to be safe, and isn't panicked, its normal AI can take over again.
The same code could also make magpies much more difficult to track down. If that's not how they already work.
I enjoyed reading the links. Yep, monster AI is fairly rudimentary in IVAN as it stands. Petrus standing around in a gas cloud is a recurring example that spurred the suggestion quoted above. Improving the AI is an area we can potentially get more gameplay bang for our coding buck. The code additions are often minimal, and are suitably self-contained.
Does anyone have more observations about AI behaviour that could potentially be improved upon, or AI that can be added to make improvements?
EDIT: AI improvements listed here:
* Banana growers getting stuck outside the shop
* Pets avoiding standing next to the player, get them to stand next to the player, or improve this for sci-talk purposes
* Monsters avoiding environmental dangers
* When an NPC is in StandIdleAI(), get them to move in response to hazards like gas clouds and return when the home square is safe
* Monsters using equipment, wands, throwables and rooting around in chests
* Social creatures, pack animals, simple group behaviour
* Ambushes