You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
We’ve changed each entity to make use of the Actor class, and used the HostileEnemy AI class for the Orc and the Troll types, while using the BaseAI for our player.
However, the diff and the code currently in the repo has:
Just confirming, that the ai_cls for the player actor should indeed be set to BaseAI.
But, I was wonder if the ai_cls component should in fact be Optional, as my first though was I'm the AI, and so the AI component should be set to None for the player actor. Though this would also require changing the implementation of the is_alive property on the Actor class.
The text was updated successfully, but these errors were encountered:
00willo
changed the title
Part 6: Player AI
Part 6: Clarification on Player AI
Dec 29, 2020
Because the time system is player-centric it doesn't matter what the player AI is set to. The players AI is ignored on the enemy turn and is ignored again on the players turn.
is_alive could be changed to look for some other indicator of alive-ness or be set directly. The best options would involve switching to a non-player-centric time system, but that could require a rewrite.
In the tutorial text, you say:
However, the diff and the code currently in the repo has:
Just confirming, that the
ai_cls
for theplayer
actor should indeed be set toBaseAI
.But, I was wonder if the
ai_cls
component should in fact beOptional
, as my first though was I'm the AI, and so the AI component should be set toNone
for theplayer
actor. Though this would also require changing the implementation of theis_alive
property on theActor
class.The text was updated successfully, but these errors were encountered: