Rewrite: Ghost AI/Animations
Dhranios opened this issue ยท 0 comments
Ghost AI currently has a lot of redundant tag and score checks. Along with resolving this, posting the LMDM ghost system has some beneficial effects such as a centralized targeting system, ability to freeze animations and stop AI.
- Split up ghost functions into more functions, reducing redundant checks
- Change the dialog tag from Gold Ghost to no_ai, and apply it globally
- Change target selecting to a simpler, global system.
- Change Ghost Guy/Clockwork Soldier pathfinding to select an XYZ to attempt to go to, rather than just a direction and step count (difference here meaning if it needs to go over a table, it'll do that, rather than say the path is blocked).
- Change animations to the new standard that Luigi/Gooigi already use. This allows animations to continue when AI is disabled
- Replace hardcoded paths with NBT saved to the "brain" dictating a path, at end of path vanish; loop option for dancing ghost guys
- Add paths for blue and purple mice, so their directions are accurate
- Change animation moving to the actual animation functions, not moving the true entity (vanish, appear, attack)
Animation changes
- Change punch/uppercut animations to only be the punch/uppercut itself; make the charge-up its own animation