Chapter 5, Artificial Intelligence, deals with several methods to control AI in games. As we learned in that chapter, control and predictability are very important. Even if we have the smartest AI in the world, as programmers, we want to be able to know that the AI will perform a certain action at a certain time. This is where triggers can be extremely useful. In fact, with a good trigger system there might not be need for much AI at all.
One example of trigger usage might be a warehouse where guards are in a patrolling state. Once the player reaches a certain area (maybe where they should not go), an alarm is triggered. At this point, we also want the guards to switch to a more aggressive state.
This recipe will link the trigger system we created previously in the chapter with the StateMachine-based AIControl
class from the Decision making – Finite State Machine recipe in Chapter 5, Artificial Intelligence. Even if you haven't followed the recipes...