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Suggestions and changes. Feel free to edit this.
- Event system
We need something better than the “Request” system. An event system where we make analyzer listen to certain events and send out other events probably is the way to go. I think we can do this a bit like how we did the Data classes (ie. an “Event” class with subclasses like “ReceivedItemEvent” (or possibly better, “ReceivedItemsEvent” with a list of received items to reduce amount of events).
- Sliding priorities
This makes analyzers more complex, but the idea is to make her smarter. Currently she will go to the other side of a level to kill a grid bug rather than picking up that wand of wishing right next to her. Instead of setting up a bunch of priorities in Globals.h we rather set a max priority for each analyzer and then each analyzer calculate an “urgency” (a value between 0.0 and 1.0) that we multiply with the max priority and we’ll get the priority of that analyzer.
- Looting
Looting bothers me. The analyzers are supposed to be as independent as possible, yet several of them depend on the Loot analyzer. I don’t think the Loot analyzer should be a part of the main “framework” (ie. not an analyzer), and i don’t want Request (or an event system) to say “pick this up for me, please”. Each analyzer should be able to pick up items, but what should we do about visiting unknown stashes and going back to stashes?