nez-ai

Implement GOAP and 3-state FSM patterns for Unity agent AI.

Updated Aug 15, 2025
One-click install
npx skills add https://github.com/rpillai25/PitHero --skill nez-ai
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: nez-ai
Source: https://github.com/rpillai25/PitHero/tree/main/.claude/skills/nez-ai
Command: npx skills add https://github.com/rpillai25/PitHero --skill nez-ai

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Nez AI best practices and PitHero conventions for building robust AI systems. It consolidates GOAP planning, simple/complex state machines, and optional behavior trees to reduce integration friction and ensure consistent AI architecture across heroes and mercenaries.

Core Features & Use Cases

  • GOAP + 3-State FSM design guidance and patterns for scalable AI decision-making in PitHero-like games.
  • Pathfinding integration guidance with GOAP actions, GoTo state, and tile-by-tile movement mechanics.
  • Virtual testing support guidance via IGoapContext and VirtualGoapContext for offline validation.

Quick Start

Instantiate the HeroStateMachine and MercenaryStateMachine, register GOAP actions, and start the planning loop to enable AI-driven decisions in PitHero-style agents.

Frequently Asked Questions about nez-ai

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement GOAP and FSM for AI agents in Unity games?

To implement GOAP and FSM for Unity AI agents, instantiate the HeroStateMachine or MercenaryStateMachine, register your GOAP actions, and start the planning loop to automate decision-making and action sequencing. This pattern consolidates goal-oriented planning with a 3-state finite state machine for heroes and mercenaries.

How does pathfinding integration work with GOAP actions in PitHero-style agents?

Pathfinding integration in PitHero-style agents connects GOAP actions with a GoTo state, handling tile-by-tile movement mechanics. This ensures AI plans execute correctly across the game map while maintaining consistent navigation architecture for heroes and mercenaries.

Can I use IGoapContext for virtual testing of AI decision-making logic?

Yes, you can use IGoapContext and VirtualGoapContext for offline virtual testing of AI decision-making logic. This allows you to validate GOAP plans, world state integration, and goal state conditions without running the full Unity game environment.

What is the best way to register GoapConstants and actions for hero AI?

The best way to register GoapConstants and actions for hero AI is to instantiate the HeroStateMachine, register specific GOAP actions through the planning loop, and integrate world and goal states. This satisfies GoapConstants usage requirements and enables automated action sequencing.

Does this AI pattern support both simple and complex state machines for mercenaries?

Yes, the AI pattern supports both simple and complex state machines for mercenaries through the MercenaryStateMachine. It consolidates GOAP planning with 3-state FSM architecture, ensuring consistent AI behavior design and reducing integration friction across different agent types.