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>