I realise there isn't necessarily a ground rule in programming when it comes to what is more efficient, you write your code based on what you're currently trying to do. I've been doing a lot of studying of AI recently and my mind keeps wondering back to examples of AI like the original Halo and Doom games and found they both used finite state machines.
Why is this? What exactly is wrong with using integers and booleans if there is anything wrong with this? Before I moved over to Godot I quite successfully did some pretty solid AI ( At least I thought ) just using a mixture of booleans and integers to dictate the states my AI was in and it seemed to work fine. I just want to know now I'm getting to work with GDScript that I'm not potentially shooting myself in the foot down the line using the method I've picked.