I haven't really thought too much about the active/non-active behavior method there so that is something I could look into. Otherwise, what I was thinking was creating custom events as "states" for each process in a behavior. So each event could be called Search, Gather, Attack, Return to Target, etc... And definitely keeping everything together to make it cohesive is important to prevent hiccups and making my brain itch more than it has to
For the X/Y of the asteroids, I was thinking that upon creation, store its X/Y in a 2D list (which I still haven't figured out effectively :/) or array that the workers can access based on the index. For simplicity, once an asteroid is created it's staying put
For the Search, randomly choose one of the indices in that list/array that has the coordinates and have it move/collide with it to spawn a marker upon destruction of the asteroid.
For the Gather, if a marker is within range (to prevent a massive swarm closing in on one marker) get the X/Y of the marker and collide with it. Hardest part of this is I'm not sure about getting the newly spawned marker's X/Y. Same with the "within range" aspect...maybe a large dummy sprite?
And the Return to Target, once it has a marker on hand, return to a specified actor or target and upon collision with it, reassign its task (rather than once marker inventory is 0, reassign).
This is simplified of course but this is how I see it...or at least one way I suppose since the same could apply to the behavior method as well using a "brain" behavior like Photon said.
Thanks guys for taking the time to give your opinions and ideas on this. I greatly appreciate it
twotimingpete is right with AI, definitely a challenging process but highly rewarding when it comes together, and even though its just three tasks it still takes a lot for it to work!