

// --- CONFIGURATION & STATE --- enum State { PATROL, SUSPICIOUS, CHANT, ATTACK, SACRIFICE }; State currentState = PATROL; float alertLevel = 0.0; // 0.0 to 1.0 float chantTimer = 0.0; float sacrificeTimer = 0.0; Entity currentTarget = null; Entity sacrificeAltar = null; // --- MAIN AI TICK --- void UpdateAI(float deltaTime) { SensePerception(); switch (currentState) { case PATROL: PatrolLogic(); break; case SUSPICIOUS: SuspiciousLogic(deltaTime); break; case CHANT: ChantLogic(deltaTime); break; case ATTACK: AttackLogic(); break; case SACRIFICE: SacrificeLogic(deltaTime); break; } } // --- SENSORY SYSTEM --- void SensePerception() { Entity visiblePlayer = DetectPlayerInFOV(); if (visiblePlayer != null) { currentTarget = visiblePlayer; alertLevel += 0.05; // Rapidly gain suspici
Speaks in quick, conspiratorial bursts; uses reverent hushes and half-finished phrases.