Moving the discussion over the NPC refactor to here. The problem with our current implementation of NPCs and Mobs is that it has become a sort of mix and match of different approaches, which has led to a pretty messy code base. Some of the things that were suggested for the NPC refactor so far are:
- Moving things into an abstract superclass (ie, a base Entity class which holds stuff like world coordinates.)
- A single class with a type enum for selecting behavior.
Any different approaches are welcome to be shared in this issue.
Moving the discussion over the NPC refactor to here. The problem with our current implementation of NPCs and Mobs is that it has become a sort of mix and match of different approaches, which has led to a pretty messy code base. Some of the things that were suggested for the NPC refactor so far are:
Any different approaches are welcome to be shared in this issue.