Hello CEL users, fans and developers.
My name is Sam Devlin and I am one of the GSoC students this year. Some of
you may remember me from the post-application discussion on this list of
potential AI projects. I have specifically been chosen to work on the
Quest refactor and behaviour tree implementation discussed in this thread.
For a more detailed introduction to myself and the project please see my
blog at http://www.crystalspace3d.org/blog/samd

Before work can begin I need to collate everyones ideas as to what should
be incorporated within the refactor. Below is a list of currently planned
changes:


-Remove triggers and rewards from the Quest system and make them standard
property classes available throughout CEL.

-Standardise the Quest, Trigger and Reward properties so that they can
access constraints, property values and message each other.

-Allow for nesting FSMs

-Filters for Quest message trigger by sender and parameters.

-Add ability to subscribe to changes in pc properties (Currently only can
only be done for celPcProperties).



If anyone has any other suggestions, any problems with the proposed
changes or just a problem with the current implementation of Quest please
let me know. I would like this thread to become a discussion of the work
people would like to see me perform on the Quest system.

I look forward to hearing anyones opinions.
Kind Regards, Sam.


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