As I understand it, the task is to allow for 1 or more "Special" attacks, to be used variably in a melee context, right?
I've never had a chance to use Emerald AI specifically, but I'd like to think I have enough of a grasp of state machines and combat AI basics to work something out; either directly through the AI System itself, or as a workaround wherein the AI System references something like a scriptable object per entity type to determine the desired outcome based on some predefined inputs.
i.e.
- Entity System detects the need for a Melee type action.
- Melee Type action references a MeleeActions object, which has listings for "HorizontalSwing", "LungeForward", and "BackstepAttack".
- Each listed action has a set distance at which they best trigger, or a random chance value, which is compared against a random call, The specifics of which can be ironed out later.
- If none of the conditions for the actions occur, the fallback basic attack is used.
I'd need to see more of how the project works, but I'm fairly confident I can give this a go.