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The entity_ai name is kind of lame, so, I likely will want to change the name to something that more appropriately represents it's architecture. There is absolutely nothing AI about this desing, and it's more of a finite state machine than anything. Not that that diminishes the project in any way. But despite it's capability of plugging in a real AI of sorts, it currently doesn't do that.
Copyright (c) 2016-2019 - Auke Kok sofar@foo-projects.org
entity_ai is licensed as follows:
except:
["code" means everything in lua files, "artwork" means everything else, including documentation, sounds, textures, 3d models]
In the future, the core API code will be seperated from the monster definitions. Each monster will be it's own mod permitting users to disable/enable monsters as they see fit. This organization will help to keep per-mod specific code out of the core and make core functions better suited to handle all monsters.
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