amethyst
amethyst copied to clipboard
Actions aren't really attributes in Caves of Zircon, they're a code smell which means something may be missing
Caves of Zircon has an attribute called Actions which is a command container, which is basically a special case of
if(hasAttribute) dispatchCommandOnOtherEntity
Its a useful construct, but it feels like its a code smell and something is missing.
Actions could be hoisted up to be equivalent to facets, behaviors etc. but then you could only trigger them all. So having different triggers (bump vs shoot vs eat for example) wouldn’t work. Is there some missing concept?
Or is this the least worst idea?