User defined AI
Each NPC has her own "string variable" which indicates the name of the
AI script file they use.
JIT style scripting language receives a list/array of local objects:
Self data: move,direction,HP,MP,Class_ID#
NPCs' data: move,direction,HP,MP,Class_ID#
The script processes this info and outputs direction, desired
movement, and desired actions for that character.
if the script doesn't compile, default walking in circles could be
used. Seek, Flee, Flock (keep set distance to allies), A* and other
useful algorithms could be coded in "C" and made available to the AI
If you have MapLevel events and AI scripts both using the same
scripting language, you will need to initialize two
script_core_engines and bind the appropriate functions seperately.
Can't have players drying out lakes and raining gold piles now!
AngelScript is easy to integrate & use