Stendhal Testing: Difference between revisions

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imported>AntumDeluge
imported>AntumDeluge
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* <player>deluge|AntumDeluge</player>: When trying to implement random paths for PassiveNPCs I ran across a problem of the NPC stopping after the path cycle was complete. PassiveNPC fixes this by overriding <span style="color:red">onFinishedPath()</span> and calling <span style="color:red">setRandomPathFrom()</span>. <span style="color:red">setRandomPathFrom()</span> has been moved up to <span style="color:blue">GuidedEntity</span>.
 
* NPCs can now pause for a determined amount of turns on path completion <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player>
** <span style="color:orange; font-weight:bold;">TODO</span>:
*** Apply to SpeakerNPC (uses prelogic instead of logic) and other sub-classes of GuidedEntity.
 
* Added roaming radius for NPCs using random path
** There are two options for entity reaching the edge of radius:
**# entity returns to original position. <span style="color:orange; font-weight:bold;">NOT TESTED</span>
**# entity moves back in opposite direction a random number of steps between 1 and radius value. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player>: <font color="blue">"Puppy in Semos does not appear to leave radius."</font>
* <b><span style="color:orange">TODO</span>:</b>
** Fix paths to work in collision areas
 
* Replaced reversiblePath methods in <b><i>GuidedEntity</i></b> with methods for setting and getting CollisionAction.
** Two options for collsion actions: