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Add additional behaviors #24

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@Razoric480

There are more behaviors out there and they could prove useful for certain games. They should be their own issues, but they are gathered here for discussion and as a central location for now.

Some contenders:

Individual

  • Wander: Gives an agent an acceleration in a random direction inside of its environment.
  • RaycastObstacleAvoid: Uses raycasts to give an agent an angular acceleration that will keep it from running into obstacles
  • FollowFlowField: Gives an agent an acceleration along the tangent of a flowfield's direction vectors or a heatmap's numerical difference.
  • Interpose: Gives an agent an acceleration that will take it to a target but through an imaginary line between two other agents.
  • Jump: Gives an acceleration that will take it to a starting point with enough speed to commit to a jump and reach a target destination upon landing, using a callback or signal.

Group

  • Alignment: Gives an agent an angular acceleration to rotate and face the same direction as everyone in its proximity
  • Hide: Gives an agent an acceleration that will move it to a position where an obstacle in its proximity is between it and its target
  • Follow the leader: Gives an agent an acceleration that will move it into position to follow a given leader in its proximity
  • Queue: Gives an agent an acceleration that will move it through a target point without conflicting with others in its proximity trying to do the same.

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