Towards NPC simulation
So, now that simulations now run acceptably, we need to move on from simulations to (well, simulated) reality. There's a still big list of todos:
- Implement turn system (I have an older implementation, so it's not completely from scratch, maybe)
- World occasionally generates adventure locations (dungeons)
- Nearby cities could spread rumours about them
- Basic city-related AI
- City occasionally spawns quests (think town hall bulletin, paid work)
- Factions occasionally spawn quests (guild advancement)
- Inns occasionally spawn rumours (quests with great rewards that might or might not be true - still thinking about this)
- Basic NPC AI
- Actions in a city...
- Buy rations
- [?] Rest/heal. But maybe that will be automatic
- Check city/faction/inn quests.
- Meet up people at an inn and form parties
- Actions in a dungeon...
- Progress with an encounter
- Flee
- Actions in the wilderness...
- Move towards destination (be it a city, a dungeon or an NPC/party)
- (hmm maybe I need to consider party vs party fight simulation)
- Move towards destination (be it a city, a dungeon or an NPC/party)
- Actions anywhere...
- Set destination (dungeon, city, party, etc)
- Decision making
- Estimate quest difficulty (expected survival. Also try to see what skills are required and compare to own skills)
- Estimate quest importance (based on personality and goals. Rogues like gold, Paladins like righteous stuff, etc)
- Estimate if enough rations for a quest can be purchased
- Actions in a city...
- Ability to track particular NPCs/parties (in terms of location in world map and logging)
The turn/time system will be the first in the list, as actions and AI all utilize the concept of time