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zros's Issues

Path-finding movement for NPC routines

Solarus' built-in path finding movement is insufficient because the entity loses its path and goes random if the destination is greater the 200 pixels. Currently for NPC routines I'm using a target movement of the next waypoint, but then if the NPC's path is blocked by an obstacle they just get stuck. Need to come up with a custom path finding movement or a more complicated algorithm utilizing the target movement and obstacle detection/avoidance.

Movement resuming incorrectly after NPC talking

After NPCs stop to talk (exchange dialogs) the previous movement is supposed to resume. This happens, but it does so in a sped up jerky manner until the NPC reaches a certain point. It's almost as if the NPC is trying to catch up from movement that didn't occur while it was stopped, but this is incorrect.

NPC routines need ability to continue on a different map

NPC routines should be able to continue on a different map without much trouble. For example, if an NPC leaves their home in the morning, walks around outside, and then returns home. This should be possible (with a little modification) with the current script. Once NPC routines are registered, they remain registered even if they are not on the current map - the script checks that and ignores that routine. All we should have to do is create the NPC on the map that they need to appear it.

We might be able to register one of the map events from the NPC routine script when another map is registered - a special call such as "*map:B4_inside". Then register a create:npc() function to map:on_opening_transition_finished(destination). That way once the hero enters that map, the NPC should be created and their normal routine should commence (depending on timing).

The other issue is that the create:npc() function would have to be removed if the hero does not enter the map before the NPC leaves (another special call to a different map such as "*map:B4") so the NPC doesn't seem to be on two maps if the hero enters that one later.

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