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Roadmap for replace Pathfinding with FlexiblePathfinding #4981
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We went for a more ... straight ahead path now by integrating what was already done for https://github.com/Terasology/FlexibleMovement back into https://github.com/Terasology/Behaviors. GooeyDefence already uses FlexiblePathfinding directly, so I guess that step is not required, but might be a good test for the new behaviors. |
Update: Current state of the migration (with a couple of local changes I'll need to push later when back home) I can start the game again, although there are still failing tests and some worrying log messages and non-optimal behavior of mobs, e.g., with WildAnimals.
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@skaldarnar Terasology/WildAnimals#93 addresses the first of the two. The second originates from the |
This is due to |
I think with merging Terasology/Behaviors#89 and related PRs we're done with the main list of tasks as described in this issue. I'll copy over the respective follow-ups from that issue description such that we can keep track of it here (will update the initial issue). |
part of MovingBlocks/Terasology#4981 which is replacing Pathfinding with FlexiblePathfinding
part of MovingBlocks/Terasology#4981 which is replacing Pathfinding with FlexiblePathfinding
- style: format `.behavior` files - chore: add TODO ideas and questions in several places - chore: add some debug logging - feature/fix: small adjustments to Behaviors logic Follow-up PR to #89. Related PRs (extracted from this): #94, #96, #97, #99. Contributes to MovingBlocks/Terasology#4981. Depends on Terasology/FlexiblePathfinding#26 and Terasology/FlexiblePathfinding#27.
Regarding the lacking support for dependency injection in behavior actions, I noticed, that we do have something in that direction in BehaviorTreeBuilder::addAction. I wonder whether this might be related to the respective fields not being registered, yet, rather than the dependency injection not working as expected...? If we are sure that the fields are registered and the dependency injection is implemented incorrectly, #5003 might be related. |
All documented follow-ups done, closing this issue. |
Motivation
Concerns
Task Breakdown
@In
possibleconstruct()
consistently throughout behavior actions - chore: apply workaround for @In malfunction in actions Terasology/Behaviors#102formatting of assets (JSON)assets
FlexibleMovementDebugLayout
almost entirely commented outValidatePath
action has some out-commented codeassess and iterate naming of actions and behaviorstestcharacter.prefab
itself, duplicates in children of parent character prefabs) chore: clean up test prefabs Terasology/Behaviors#90Optional tasks and improvements
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