Health slowly regenerates, and health is shown under actor sprites as a green->red color changing percentage bar vs max health. Randomized result resolution for attacks.
Mob brains now run a RuleSystem to evaluate their options.
Quite a lot more than an hour of code times a few days, but the rearchitecturing is complete. Tomorrow we can move forward again, and create more complex AI behaviours for MobBrains.
Everything ripped apart and moved around towards the new architecture. Still more work to be done before anything works again, but hopefully it will be worth it.
Actor behaviour needs to be more modular, and not hardcoded into the sprite node classes. Let’s try to refactor everything using an Entity–Component architecture instead. This will take a while and break everything.