Day 19
I'm trying to conceptualize the trimmed down version of AI behaviors. For now I have a non working code stub that just determines manually the vague order of actions, I need to wire back the decision themselves to make an AI act again during its turn.
To avoid stalling while I'm trying to make up with smaller scoped behaviors, I also implemented a damage indicator. I'll probably set up a better version to allow having multiple indicators and the ability to pop them up during the attack animation, but for now that'll do it.