What finite state machine component is being utilized when a character attempts to execute an action upon close proximity to another character?

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In the context of a finite state machine (FSM), the scenario described involves a character attempting to execute an action based on proximity to another character. This situation typically involves "events." Events serve as triggers that initiate transitions from one state to another within the FSM.

When the character gets close to another character, this proximity can be interpreted as an event that the FSM recognizes. This triggers the character to transition to a different state, such as moving into an 'engaged' state or executing a specific action related to the newly sensed proximity.

While states define the status of the character at any given time, and transitions facilitate movement between these states, it is the event of proximity that signals the FSM to react appropriately. Actions would typically refer to the responses executed as a result of entering a specific state or responding to an event, but the core mechanism initiating that interaction is the event itself.

This highlights the crucial role of events in enabling dynamic behavior in game mechanics, ensuring characters can respond to changes in their environment effectively.

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