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npcs's Issues

AI

Npcs don't have any AI right now. This is an overview of how npc ai will work.

Npcs not in any group:

  • Right now im thinking a basic AI that makes it seem like theyre trying to survive on their own. They won't have any systems like hunger or mood.

Npcs in an npc group:

  • TBD

Npcs in a player group:

  • Npcs in a player group will have a mood, hunger, and energy system.
  • The AI will prioritize between different behaviours based on those systems.
  • In general these are the behaviours it can use: Sleep, Eat, Recreation, Work.
  • Sleep is more prioritized at night and less at day. And it is more prioritized when tired and less when not tired.
  • Eat is more prioritized when hungry, less when not.
  • Recreation is more prioritized when tired or bored.
  • Work otherwise. (Perform tasks assigned to them via their role)

Finish NpcInteractScreen rewrite

NpcInteractScreen is being rewritten using ModWidget and DialogueGraph.

Things left to do:

  • Make their name clickable to view them in the encyclopedia. (done)
  • Make the track button text change depending on if the npc is being tracked (Track/Untrack)
  • Use a graphic for the track button. Or just make it look nicer.
  • Fix NpcScreenRandomLookHelper. Right now the npc just looks straight ahead.

Dialogue System

The foundation for a dialogue system is put in place with the DialogueGraph. This is an overview of the plan for the dialogue system.

General dialogue options:

  • Ask him what hes doing.
  • Ask about him.

Special dialogue options for a stranger:

  • Ask him to join your group.
  • Ask if hes from a group.
    • Ask about his group.

Special dialogue options for a group member:

  • Ask him to leave your group.
  • Ask him to follow you. (draft)
    • Ask him to stop following you. (undraft)
  • Ask him what his role is.
    • Assign him a role.
    • Dismiss him from his role.

Chests and resources

I will need a way for npc worker to have access to the resources they need for their tasks, as well as a way for them to deposit the resources they produce.

Some ideas:
Right clicking a chest with the area designator will open a gui where you can specify a name for that chest?
Tasks within roles will need to specify which chests to take resources from and which chests to deposit resources in?

Rewrite Encyclopedia

The encyclopedia is messy and incomplete. Rewrite using ModWidget.

During rewrite:

  • Fix dragging, its weird rn.
  • Add a player node to the encyclopedia canvas. (Similar design to npc nodes)
  • Add team node to the encyclopedia canvas.
  • Npcs in a team have a line to the team node, not other npcs in that team.
  • Show a tooltip with npc/team/player name when hovering a node.
  • Show a tooltip showing type of relation when hovering a line between nodes?
  • Add a track button when a npc is selected.

Tasks

Each role should have the ability to include a set of tasks that the npcs of that role should do.
A task can only be performed inside areas that are permitted for the role the task is included in.
Player can't define new tasks, but they can customize the parameters of some tasks.

Initial ideas for tasks:

  • Cut wood.

  • Fight/defend/kill
    Parameters: target mobs, hostile mobs, mobs and hostile mobs, specific mobs selected from a list.

  • Craft
    Parameter: recipe (only one)

  • Get resources from animals
    Parameters: animal types (cow -> milk, sheep -> shear, etc)

  • Breed animals
    Parameters: animal types, target count (breed until there are N animals in area)

  • Butcher animals
    Parameters: animal types, target count (butcher until there are N animals in area)

  • Plant crops
    Parameters: crop type

  • Harvest crops
    Parameters: crop type

TODO: Figure out how tasks will integrate with draft (follow player) mode.

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