I'm looking for suggestions how to best set up a system that lets me define unique behaviour trees for my different enemy archetypes.
Atm I have sort of a state machine of reusable states that each archetype uses.
Each state has a fixed set of state exits and per type I define to what state this type will to go to from each individual exit. That's fairly flexible but still has some rigidity.
I was wondeing if anyone has any good examples flying around of some best practise AI setups?