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Refactor Enemy AI #2381
Refactor Enemy AI #2381
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I've written a full unit test suite and tested the code manually. This is ready for review |
Proposal for next PR - custom chunks to enable per actor/enemy aiI wanted to run this proposal by you guys first before I started implementing. Basically I want to make actor and enemy ai configurable per actor / enemy.
So this gives you maximum flexibility. For vanilla RPG_RT games, all the chunks are defaulted to RPG_RT and you can use the command line arguments. For games where the author really wants to use a specific algo, the command line arguments are no longer allowed to override the game authors wishes. |
Your proposal sounds good to me. You can have decimal 200 for it in every object you listed. |
I admit I'm late here, but I fully support the idea for using ID 200+ and the prefix |
Depends on: #2331Depends on: #2380Fix: #1831
RPG_RT
compatible algorithmRPG_RT+
compatible algorithm with bug fixes