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Moving the discussion over the NPC refactor to here. The problem with our current implementation of NPCs and Mobs is that it has become a sort of mix and match of different approaches, which has led to a pretty messy code base. Some of the things that were suggested for the NPC refactor so far are:
- Moving things into an abstract superclass (ie, a base Entity class which holds stuff like world coordinates.)
- A single class with a type enum for selecting behavior.
Any different approaches are welcome to be shared in this issue.
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