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Stop contacts/villagers from wandering

Open metadaddy opened this issue 11 years ago • 3 comments

A slightly different architecture (such as ladders or gated rooms, iron doors, etc.) would be a way to keep villagers (contacts) in the account or opportunity that they were relevant to instead of wandering off. (from John Tobin)

metadaddy avatar Apr 01 '14 16:04 metadaddy

Right now, the contacts are pretty much standard villagers, with the addition of an AI rule that has them cancel any movement and hang around for 30 seconds after they teleport to you on successful opportunity close. I think I could add some AI to have them wander around near their 'home' building, keeping them within a given radius.

metadaddy avatar Apr 01 '14 16:04 metadaddy

I think to keep it simple, just 'locking' the contacts (villagers) into a building via iron doors would be sufficient to keep them inside - only players can press the button to open an iron door, villagers can't. Gates work too to keep them to a floor if you wanted to. Outdoors villagers could be contacts not associated to a an organization or account that has opportunities. (from John Tobin)

metadaddy avatar Apr 04 '14 18:04 metadaddy

I like the idea of outdoor villagers being unassigned contacts, but I still think AI is the way to constrain their movement. Otherwise, the existing AI will decide the contact wants to go somewhere, and they'll just wait inside the door.

metadaddy avatar Apr 04 '14 18:04 metadaddy