Table of Contents

Enum AICombatIntent

Namespace
FishMMO.Shared
Assembly
FishMMO.Shared.dll

What an NPC has decided to do about its current target this combat tick. Produced by Plan(in AICombatContext) and executed by BaseAttackingState.

public enum AICombatIntent

Fields

Attack = 3

An ability is usable and the target is within its range — cast it.

BackAway = 2

The target is uncomfortably close — back off toward the preferred distance.

CloseDistance = 4

Move toward the target until DesiredDistance is reached.

EmergencyRetreat = 1

The target is inside the panic radius — break away hard, interrupting any cast.

Flee = 0

Health has fallen past the personality's threshold — leave the fight entirely.

HoldPosition = 5

Already at a comfortable distance with nothing to cast — stand and wait.

Remarks

The intent is deliberately free of Unity types so the decision itself can be unit-tested without a NavMeshAgent, a NetworkManager, or a scene. Every attacking state shares this one decision function; archetypes differ only by the tuning values they feed into it.