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Add NPCs to party & remove them #29
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mpirnat
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Jun 29, 2019
When combat ends, we used to just dump all the monsters that were in the current combat group. This leads to losing NPCs or similar friendlies that we might want to stick around for a subsequent encounter. Now we prompt for each "leftover" monster that still remains at the end of combat to let the user decide to keep them in the combat group, stash them, or remove them entirely from play. Sort of kind of addresses the need in #29 without directly implementing full on NPCs that need special data modeling etc.
mpirnat
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Jun 29, 2019
Using the prompt session to prompt for how to dispose of leftover monsters at the end of combat meant we were getting the primary command completion which was inappropriate for the situation, so switched it to use a situationally-appropriate WordCompleter instead. Again sort of addresses #29.
Adding sidekicks in #63 chips away at this a little more... Yay! Between that and being more careful about what we do with leftover "monsters" from an encounter, it's possible that this is mostly done. About the only thing we're not doing is shifting monsters over into the characters dictionary and serializing/deserializing them during saves. (Which is probably the trickier and more tedious part.) |
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Sometimes one or more NPCs might join the party for a while. If we don't want to assume that they just hang back and never participate in combat, we should work out a way to add them to the party and remove them when they're done.
This entails modeling them somehow in TOML and object representation (like other forms of combatant), figuring out how to organize them on disk to load, loading them, and removing them.
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