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#258 Behavior tree - prioritize player commands #312
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- so it can be viewed here https://nikkorn.github.io/mistreevous-visualiser/index.html
- assigning orders in queue
## Changes - added action system so actor orders can be determined against other actors - attack / gather / heal...
## Changes - added more onCooldownReady checks - changed attack behavior to directly attackMove - removed some unwanted assignments of orders
## Changes - IsInRange is now promisey task until this is resolved - nikkorn/mistreevous#95 - attack branch is working with await for cooldown - attack branch auto-stops if target is dead - added Log task for easier debugging
View your CI Pipeline Execution ↗ for commit e781803.
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cleanup visualizer of TS types
Behavior tree rework - assigning orders in queue
Stopping current order mid-point
Dev only map for testing behavior trees
Stopping current order mid-point
Action system
Behavior tree:
behavior tree docs
working attack command
Reached location decorator
Stopping command after successful execution
Async IsInRange and working attack:
Move and Stop branches
Gather and Return resources branches
Build branch
Repair branch
Heal branch
AutoAssignNewOrder branch
Fixing behavior bugs
How it looks: