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Clairvoyance

Clairvoyance is a game project I have been working on for a while now. It's on the backburner, but I've learned a lot since starting it, and would love to revisit it someday.

The AI is using behavior trees! They check the state of the world and decide what they need. They will find weapons, ammo, go to them and acquire them, and then attempt to fight each other!

Weapons in Clairvoyance are state based. The weapon logic checks against state and the states themselves execute their logic if there's anything they need to do. States for Clairvoyance are concurrent and exist as independent abstract classes, so the system is only executing one state at a time with certainty.

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