Okay, here is a short update:
Code compiles in multiplayer/restructure branch and all tests are green again. I did not started Terasology with the mod, probably nothing works
Maze: In the old code there was a maze generator wrapped into a chunk generator. I think, its completely the wrong place - Mazes should be placeable anywhere in the world, maybe at runtime. So I will restructure that code into a tool (for example, after placing two blocks in the world, a maze is generated between those blocks). Code should be accessible for other modules.
Pathfinder TestWorldGen: For testing the pathfinder, there is a pathfinder world generator. It will generate a world consisting of levels with 16x16 block rooms and a stair in the middle. This will stay in code. Its also used in some tests.
Refactoring pathfinder: There are some flaws, that should be fixed asap. This are primarily API design (pathfinding should be simple to use for every mod). Until this is more or less stable, I wont change any core code (@DizzyDragon suggestion will be realized after this - I think (hope) this is a minor change).
Multiplayer: Here I first need to play around to get a final idea, how everything should work. Maybe paths should become entities, so that they can be shared between server and client easily.
Next steps: My first goal is to get a new tool, that marks any block and makes a creature (with new models from glasz) go there. I suppose, some code 'stubs' are required, to get this working (simple minions, marking a block, walking creatures, etc). I will implement those stubs, as I need them. Of course, they could and should be removed and replaced by enhanced code later.
Code compiles in multiplayer/restructure branch and all tests are green again. I did not started Terasology with the mod, probably nothing works
Maze: In the old code there was a maze generator wrapped into a chunk generator. I think, its completely the wrong place - Mazes should be placeable anywhere in the world, maybe at runtime. So I will restructure that code into a tool (for example, after placing two blocks in the world, a maze is generated between those blocks). Code should be accessible for other modules.
Pathfinder TestWorldGen: For testing the pathfinder, there is a pathfinder world generator. It will generate a world consisting of levels with 16x16 block rooms and a stair in the middle. This will stay in code. Its also used in some tests.
Refactoring pathfinder: There are some flaws, that should be fixed asap. This are primarily API design (pathfinding should be simple to use for every mod). Until this is more or less stable, I wont change any core code (@DizzyDragon suggestion will be realized after this - I think (hope) this is a minor change).
Multiplayer: Here I first need to play around to get a final idea, how everything should work. Maybe paths should become entities, so that they can be shared between server and client easily.
Next steps: My first goal is to get a new tool, that marks any block and makes a creature (with new models from glasz) go there. I suppose, some code 'stubs' are required, to get this working (simple minions, marking a block, walking creatures, etc). I will implement those stubs, as I need them. Of course, they could and should be removed and replaced by enhanced code later.