j.foucher 5d5b85380a Add PS_AI_Behavior plugin: NPC behavior system with BT, EQS, splines, cover, and editor tools
New plugin providing a complete NPC behavior framework:

- Personality system: score-based traits (Courage, Aggressivity, Caution, Loyalty, Discipline)
  with PersonalityProfile data assets and runtime-modifiable traits
- NPC types: Civilian, Enemy, Protector with team affiliation and perception
- IPS_AI_Behavior interface: decoupled bridge between plugin and host project
  (type, hostility, team, movement speed, state notifications)
- AIController: auto Blackboard setup, BT launch, team ID mapping,
  GetTeamAttitudeTowards (Civilian<->Protector friendly), soft ConvAgent binding
- Perception: sight/hearing/damage senses, target priority system per profile,
  multi-player support, ClassifyActor helper
- BT nodes: UpdateThreat, EvaluateReaction services; CheckTrait decorator;
  Patrol, FleeFrom, FindCover, Attack, FollowSpline, FindAndFollowSpline tasks
- Combat: CombatComponent with range, cooldown, damage, NetMulticast attack events
- Spline navigation: SplinePath actors (typed), SplineNetwork subsystem with
  junction detection, SplineFollowerComponent for fluid movement
- Cover points: manually placed CoverPoint actors (Cover/HidingSpot),
  occupancy system, hybrid BTTask (manual + procedural fallback),
  EQS generator for cover point queries
- Editor tools: SplineEdMode with interactive placement, cover point tool,
  SplinePanel (list, create, validate, snap-to-ground), SplineVisualizer
  (junctions, direction arrows, distance markers)
- Replication: CurrentState, ThreatLevel, CurrentTarget, CurrentSpline replicated
  for multiplayer; server-authoritative AI with client cosmetic callbacks
- Movement speed per state: configurable in PersonalityProfile, applied via interface

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-26 08:27:20 +01:00
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