NotQuiteParadise2

Basic Entity Behaviour

class BasicEntityBehaviour(game: Game, unit: Unit, entity: EntityID)[source]

Bases: nqp.base_classes.entity_behaviour.EntityBehaviour

__init__(game: Game, unit: Unit, entity: EntityID)[source]
apply_regen()[source]

Create heal component on entity

determine_next_action(focus_entity: bool)[source]

Determine what to do next, i.e. what state to transition into.

If focus_entity is True then should a target position exist it will be overwritten by the target entity’s position.

update(delta_time: float)[source]
update_path()[source]

Update pathing to target.