We are getting more and more approach functions. I already opened a ticket for that in trac:
http://parpg-trac.cvsdude.com/parpg/ticket/70Now Bretzel added a new type: approach and do XYZ, which is some kind of action scheduling. Now I was wondering if we should implement proper action handling and queuing, like in RTS games? Right now I think that's going over the top a bit, for just queuing an action after approaching something. But what about the future? Do you think we would need this sometime? Maybe even on a more abstract level, where actions don't only have to be related to the PC, but also to some game stuff happening. Like approach door and change map. Or craft item (process) and then add it to the inventory (result, item)?
Right now I can't think of another elegant solution, that doesn't add a function per action to the game. :X