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Description
Currently all entities are players, but we want the world to be filled with NPCs for the player to interact with and struggle against.
Proposed implementation:
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AI entities can use the same
action_queuethat players currently use. Duringprocess_tick, any AI actions in the queue can be evaluated using the same behavior as for players. -
as a separate step in
process_tick, loops over each monster entity in the world, and decide what action to put in the queue. In the long run, we'll what to have customizable behavior for different monsters, but an initial implementation could use very simple rules, such as:- if there is a player adjacent, attack it
- if there is a player in view, move towards it
- if there is nothing in view, wander randomly
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for the initial implementation, a monster could spawn every
xticks if there are less thanymonsters in the world
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help wantedExtra attention is neededExtra attention is needed