Hehe, yeah I’m assuming you’re thinking of the AI in the sci-fi game example. It is pretty complex compared to the AI in the base toolkit. The game examples are a bit of a playground where I experiment with adapting the toolkit to various genres and the solutions in them are a bit more experimental and often a bit more convoluted than the base toolkit functionality. One of the thing I’m doing in the next update is making the skill system a part of the base toolkit and in the process I’m trying to make it easier to understand and manipulate.
The general idea of the AI in the skill blueprints is to first identify all possible targets, then weight those target based on some criteria decided in the skill and assign a value based on this. Then either that value is stored to be compared to the calculated value of other skills or the skill is executed, at which point the AI unit also finds the optimal tile from which to use the skill, based on cover, distance from enemies and specific criteria based on the skill being used. That is a lot of stuff to go through, so I understand if it is a challenge to understand initially.