19 Commits over 0 Days - ∞cph!
Cleaned up some now unneeded raid creation stuff
Added some combat target tinkering in the raid desire to try and make raiding animals more aggressive
Reworked raid creation - Diplomacy component now has a raid time and possible units to spawn in the raid. It then spawns these units as a collection and triggers the existing raid mechanics.
This is instead of creating a collection out of existing units, this approach didn't really work in proper game scenes since animals were often killed or scattered.
Switched night time consideration to use the TimeRangeParameters system
TOD Light consideration can now look at the date time instead of light intensity (light intensity goes back up at night thanks to moon light, so it's not a good indicator of is it night time)
Raids should now happen at night
Updated blackboard syntax based on main changes
Updated UnitStatusUtility to return friendly if unit a and unit b are player controlled
Tweaked aggression values to make animals more dangerous (just wolves right now) and fixed some issues with calculating hostility
Raid target falls back to just going to the player camp location if no valid interactions (like eating) are available
Tribe spawner now tracks ItemViews as well as BuildingViews so proper items are spawned with the premade tribes
Added a MoveAwayFromFire goal to animal idle, lets torches and campfires act as deterrents to animals
Player's group diplomacy component now tracks the last time the group was raided and added a 12-24hr cooldown so raids don't happen too often
Raid gets disbanded once the target interaction is no longer valid
More raid stuff, animals will now eat food they find in your camp
Added human wake up logic to the animal sleep system, seems to work ok? Animals weren't waking up in testbox scenes, presumably there just isn't enough stuff to wake them up
WIP raid objectives, animals will only raid if there is food in the camp
Reworked raid objective (just position for now) into a new RaidDesire desire type. Can eventually be used to store an objective for a raid (eat from this spit, attack this building, etc)
WIP hostile raiding implementation
-Only implemented on wolves
-Similar system to Human Party system (should theoretically work with hostile tribes as well)
-A collection of 2-4 units is created at night, the collection leader then finds the players territory and starts moving towards it