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An entity scripting engine for mobs and npcs
If i punch a mob it takes a second until the state changes and it starts to flee. If I punch continuously I can punch the mod to death. The mob can't flee
Tested with MT0.5, MTG and the entity_ai sheep
From looking at the code, it looks like factors give input to states by setting fields in the state. This seems ugly and unnecessarily stateful, and the fact that the factors are nil
-ed right in start
after being checked suggests that they are not conceptually part of the state.
Why not pass factor parameters into the state as a parameter to start
? It would remove the need for the factor = nil
boilerplate and leave less room for error.
Though it looks like the repository might be meant more as just an in-progress preview of something you want to merge into minetest_game instead of a standalone mod, since the CC-BY-ND license would prevent it from getting in the mod releases forum. In that case, most of my non-technical criticisms would not apply.
How should mobs spawn? You have no spawn code in the engine. Should this be done in mods or do you want to add this to the engine?
With pruning mobs stuck on corners in labyrinths.
The first part of this video is without pruning, the second part is with pruning. I use my own pathfinder and the dry shrub shows the path
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