In going over the task list, I noticed that path finding was only mentioned as one-liner, despite its complexity. It clearly deserves a task of its own, but I didn't want to add it without gathering some more ideas and opinions.
First, the basics: * Path finding is used from character schedule scripts, which need to set a location to reach and a callback to be notified when the character has arrived (or when the location is unreachable). Everything else should be automatic. * Location will be defined in map coordinates (x, y, z), but there should be ways to retrieve the coordinates of certain points of interest: doors/entrances, named map areas, etc ... * Determining the path happens incrementally over multiple game cycles, but character should start walking (almost) immediately On top of that: * Ability to follow a moving target. Useful for party members or during combat. * Path finding takes advantage of characters ability for jumping/climbing/falling (which may differ from character to character) * Optionally, cost based path finding, where different terrain has different cost. This should keep NPCs on the roads instead of cutting across the lawn. For animals, or in times of danger, physically shortest path needs precedence though. * Possibly caching of (lengthy) paths and/or a predefined list of paths between way points for frequently travelled routes That's what I can think of right now. Kai _______________________________________________ Adonthell-devel mailing list Adonthell-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/adonthell-devel