Background:
For the past week or so my project has been behavior trees, and with the help of aigamedev, apoc's treesharp, and a bunch of articles by game developers I managed to complete the bare-bones of a simple BT in delphi.
So its testing time . Long-term goal: make a PvP bot with a great AI/pathfinding/combat. I was looking at creating a "combat sub-tree", which has branches account for different situations like moving, stunned, not moving, and target is at x distance etc, each branch with a priority based selector, with children loaded from a file (different abilities key presses etc. Each will have decorators for conditions).
tl;dr: I'm trying to make a bot to trial a combat system, to send a keypress to use an ability at the right moment (not on cooldown, can use it, best for situation etc).
So my question:
How do you guys implement a more "complex" combat system?
Also what are the different branches i should have?