The Zombie AI Behavior System is designed to imitate the behavior of a player-controlled Zombie. The system is primarily controlled by the BT_Zombie
Behavior Tree, supported by the BB_Zombie
Blackboard asset and the BP_ZombieController
AIController
.
AI Behavior Overview
Round Management
- The system ensures the AI behavior does not execute if the round is not in progress.
Player Detection
- When the player is in sight, the AI will actively follow the player.
- In the event of losing sight of the player, the AI will investigate the player's last known location.
Noise Detection
- Upon hearing a noise, the AI will investigate the noise location. Since the AI noise tracking is too accurate compared to a player-controlled Zombie, a feature was added to reduce the accuracy of the noise tracking, especially for noises farther away from the AI.
Hiding Spot Detection
- If the AI detects one or more hiding spots, the AI investigates all detected hiding spots.
Patrolling
- In scenarios where no other branches are executable, the AI enters a patrolling behavior. It moves to a random navigable location within a set radius.
User Stories
- As a player, I want AI zombies if I don’t have enough friends to fill the void