Closed amot-dev closed 6 months ago
Thrallhood between world loads can be a complex issue on servers, especially relating to other players. For example, if another player moves/kills the thralls, this needs to be reflected with regards to the thrall count on the owner.
Players will thus have to store the UUID of owned thralls and upon loading that NBT data, call a function that validates the thralls existence. May also want to ping the player on their location if out of render distance (to prevent other players stealing thralls permanently).
Thralls will have to store their owner's UUID, and upon loading that NBT data, call a function that re-initializes them as thralls.
Having all Thrall targeting in one goal may create issues. Splitting into multiple goals may allow finer target control.
Order of Thrall action priority:
Some quirks to also keep in mind:
As of now, functionality is as intended as it gets. Created #59 to cover Zoglin issues.
Currently, some behaviour is still buggy (i.e. sometimes skeleton thralls will try to raise their bows to attack fellow thralls or the player--presumably this is the case with non-skeletons but it's just not visible).
Either way, thralls are in a useable state right now, and there are other issues that address the various bugs, so I'm closing this.
Will add more to list if needed. Here's the known issues:
Things that are expected and will not be fixed: