-
Notifications
You must be signed in to change notification settings - Fork 65
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
NPC/Mob/Vendor refactor #203
Comments
Concrete issues with the current design:
Note that everything that summons an NPC needs to first determine whether it's a mob or not, and then construct either a BaseNPC or a Mob object. There is a helper function called |
How much of this did the refactor address? i.e. what's left to clean up moving forward? |
Pending a more comprehensive review; we know that more changes are still needed to the AI state machine to properly support mob-vs-mob combat, which is a prerequisite for escort missions. There were certainly other things; I'll have to look into it again. |
Moving the discussion over the NPC refactor to here. The problem with our current implementation of NPCs and Mobs is that it has become a sort of mix and match of different approaches, which has led to a pretty messy code base. Some of the things that were suggested for the NPC refactor so far are:
Any different approaches are welcome to be shared in this issue.
The text was updated successfully, but these errors were encountered: