4.1.1 AI-Generated Game Entities
class AIBossGenerator {
constructor(difficultyLevel, playerData) {
this.difficultyLevel = difficultyLevel;
this.playerData = playerData;
}
async generateBoss() {
const bossTemplate = await this.fetchBossTemplate();
const adaptedBoss = this.adaptBossToPlayers(bossTemplate);
return this.applyAIBehaviors(adaptedBoss);
}
async fetchBossTemplate() {
// Fetch a base template from the AI model
const response = await fetch('https://ai.monster.api/generate-boss', {
method: 'POST',
body: JSON.stringify({ difficulty: this.difficultyLevel }),
headers: { 'Content-Type': 'application/json' }
});
return response.json();
}
adaptBossToPlayers(bossTemplate) {
// Adjust boss stats based on player levels and equipment
const averagePlayerLevel = this.calculateAveragePlayerLevel();
bossTemplate.health *= (1 + (averagePlayerLevel - 50) * 0.02);
bossTemplate.damage *= (1 + (averagePlayerLevel - 50) * 0.01);
return bossTemplate;
}
applyAIBehaviors(boss) {
// Implement AI decision-making for boss actions
boss.decideAction = (gameState) => {
// Complex AI logic here, potentially using machine learning models
// This could involve analyzing player positions, health, and previous actions
return this.aiModel.predictBestAction(boss, gameState);
};
return boss;
}
calculateAveragePlayerLevel() {
return this.playerData.reduce((sum, player) => sum + player.level, 0) / this.playerData.length;
}
}
// Usage
const bossGenerator = new AIBossGenerator(8, playerPartyData);
const newBoss = await bossGenerator.generateBoss();
game.spawnBoss(newBoss);Last updated