The two possible states are moving toward the enemy base and attacking enemies, both of which are The AI logic in Tower Defense is a simple finite-state machine (FSM) implementation. Separate classes inherited from StrategyAIAction. This array is iterated and the most suitable action to execute is The states are in a priority array, with the most important action first. While players cannot control the movement Selected, and the current action can be stopped if there is an action with higher priority to be executed.īoth enemy and friendly Pawns operate with the AI logic, moving towards the opposing base and attacking Pawns of the other team if they encounter them. Or behavior of their friendly Pawns, they are able to buy new units to spawn.īlueprint are also used to add logic to Minion Pawns. If a Pawn has a shield, projectiles from the auto-arbalest will be destroyed and do no damage.īoth friendly and enemy Pawns can be equipped with shields friendly Pawns get shields if the armory upgrade has been purchased for the brewery,Īnd enemy Pawns get shields if they were spawned due to the SpawnHeavyFunction or SpawnEndBossFunction being called in the Level Blueprint. This logic is carried out using Blueprint Interfaces. Minion Blueprint also contains a network to slow down enemy Pawns when they are hit by a charged-up fire turret. There are two building classes in Tower Defense - StrategyBuilding and StrategyBuilding_Brewery. All the turret types in Tower Defense, as well as the empty building slot, are designed usingīlueprint with StrategyBuilding as the parent class.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |