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Now that we have some animations the AI can start to look more interesting. No longer do they merely stop at the goal and wait to move to the next goal; they actually do something at their goal now! To further that end I developed an animation state engine. This is basically a finite state engine with each state representing an animation, and the edges representing transitional animations. It allows the AI and animation systems to be separate, and the AI system to merely tell the animation system which animation state it should be in next, and the ASE will handle picking the appropriate transitional animation and determining when to play and when to stop animations. Each agent also has a map of animation categories to specific animations, meaning different agents can easily have different "Walk" or "Idle" animations without the ASE or the AI system caring at all.
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