Conversations
To make the guards more believable, as they are patrolling around the scene, should they cross paths with another guard, they will stop to have a conversation with them. This helps break up the predictability of the guard's patrol, as once they have finished with their conversation they may end up travelling in a different direction to what they had originally started upon finding a new patrol destination. It will also start to lock off paths that the player can travel down as there will be at least two guards standing in their way. The converse path in the tree is part of the IDLE SelectorNode and takes priority over the patrol nodes. shouldConverse is a SequenceNode that has three children; Attempt Conversation This node is used as a conditional check that ensures that the agent hasn't recently had a conversation. This stops the guards from being in constant conversations either with another guard that walks past or reenters conversation with the previous guard.