The colors are just to separate thoughts.
A few possible answers for tests i've done over time.
What would happen if a player entered a POI on Horde Night and the game had to deal with pathing for both Horde Night zombies and POI sleeper zombies?
Until close to the end of the horde night the POI volumes are suppressed. I got curious and ran through some of the bigger pois different times.
A bike ride away from my base being attacked, and went through the pois. Nothing spawned till near dawn. I hope this has changed.
The above answer is yes, in the POIs they are labeled as Sleepers, they just need a physical name change and a reorder of task and target when in a sleeper
volume, On horde night POI sleepers would retain name. They are just clones, The main thing that would happen is a larger entityclasses.xml. The horde
is basically goverened by IsHordeNight and feral sense.
For example, it is extremely possible that if you were to replace the current zombie AI with the A16 AI the game would be vastly inferior because zombies
would just bash blocks (or spin in place) in POIs rather than pathing towards you.
It actually might work more differently now, there are now supporting mechanics that didn't exist then. It still does the same thing only not as apparent.
"Present mechanic" Instead of spin when unreachable, destroyblock, they spun because there was no state to compensate for elevated or unreachable, so it looped.
The Added State
RangedAttackTarget itemType=1;cooldown=4;duration=3;minRange=1;maxRange=6;unreachableRange=18| A simple if\then statement that adjusted their reactions.
Also
<property name="LookAtAngle" value="60"/> before the vision was 2d left and right only, and there was nothing in the state machine for up. So MM had them
look up, similar to 7.11. or the turrets. You never know there is a problem until it happens.
A17 incorporated the turret view or angular lerp, I called it the "no where to hide alpha". But players didn't like the zombies that could create stairs
to reach upper levels.
This leads to the obvious question of whether it would possible to have one type of AI/pathing for horde nights and one type of pathing for POIs.
Yup, you can have as many iterations of responses as you are willing to type for. The finite number of models, mean they will look the same, but act
differently or unexpectedly. But these states or animated behavior have to be added first. But with 12 existing elements, you could cover a huge array of
if\then situations. The compound problem is humans, unpredictability, and choice.
I wish I could import the coding between aphas to make one culmination mod. It would be interesting. Of course the older graphics were more akin to cel shading,
But then so is the new Blood Moons. So what goes around comes around, or maybe they are going to use excerpts from multiple iterations or alphas .
Im curious to see.