>
> Essentially I'm asking what mechanism already exists in CEL (are quests
> sufficient) to have a state machine easily accessible by multiple
> components
> for various actions like,
>
>  1. Can register more than one state- object can be in multiple states
> which
> can be removed individually. Like attacking, jumping and analogmotion.


The quest manager in CEL only has one active state at a time.


>   2. Ruleset to describe what action to execute in what components
> depending
> on existing states.
>      Component can then ask permission to register a state- if the ruleset
> rejects the new state then the action doesn't get performed.


I don't think the quest system is really usable for this.

I don't think anything in CEL can be used for this.

Greetings,


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