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New AI for Mobs - Printable Version

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RE: New AI for Mobs - SamJBarney - 12-29-2013

Honestly, either way will work for me.


RE: New AI for Mobs - SamJBarney - 12-29-2013

So I'm having a bit of trouble deciding how to implement what exactly each component covers. Here's my thinking right now:
  • cMovementComponent
    • Stores information about each movement type, such as jumping/walking/running speed. Also does movement along the path as called by the movement behaviors.
    • Should it contain the position, rotation, etc. of the mob, or should we leave that in the cEntity class?

  • cAttackComponent
    • Should this handle OnTakeDamage, or should cAIComponent do that?

  • cModelComponent
    • For mobs with inventory, should the inventory be a part of cAIComponent, or this one?

  • cEnvironmentComponent
    • How should we handle this one? I'm not quite sure how to implement this.
    • Should we provide as part of the base class the ability to add blocks that are considered breathable?



This is just a short list of the things on my mind right now. I stopped being able to think coherently about 5 minutes ago.


RE: New AI for Mobs - SamJBarney - 01-14-2014

Is anyone interested in rewriting the AI/Entity stuff? I don't really have time for a couple of months, otherwise I would do it myself. I really haven't been able to make any progress due to time constraints.


RE: New AI for Mobs - NiLSPACE - 01-26-2014

Tigerw I have to say I'm realy impressed with the new AI. Ofcourse there is still room for improvement but a zombie is now able to track me down and I think that is a huge step forward.


RE: New AI for Mobs - NiLSPACE - 01-28-2014

Is it maybe an idea to export the cMonster::MoveToPosition function to Lua?


RE: New AI for Mobs - tonibm19 - 01-28-2014

Also maybe a function to set mob destination Wink


RE: New AI for Mobs - NiLSPACE - 01-28-2014

The MoveToPosition does that (I think)Smile


RE: New AI for Mobs - tigerw - 01-28-2014

It does. You export it :D


RE: New AI for Mobs - xoft - 01-28-2014

Pity that you decided to code on top of the old AI code, that way we'll have to rewrite everything once we decide to really implement this new model. Which I think we should, rather sooner than later.


RE: New AI for Mobs - SamJBarney - 01-29-2014

So I guess no one is going to start working on the new Entity and AI code till I am able to, huh? Sad I'll see if I can squeeze some time in to make some progress, I guess...