Movement code changes

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Pete Mack
    Prophet
    • Apr 2007
    • 6883

    Movement code changes

    Decided to tweak movement code per Eddie's request to allow ranked moves of monsters obstructing the path of others. Will probably get rid of asymmetric LOS too. Other tweak is to fix movement of monsters (including particularly PASS_WALL and KILL_WALL) around permawall vaults.

    Q: Should I combine both efforts? This would make Maeglin and Morgoth significantly more dangerous as they would get out of the way of summons by creating more space (a la Cyberdemon)
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9637

    #2
    I had planned to improve monster pathfinding generally.

    I'd combine movement changes, but maybe keep LOS separate - I think there's still a range of opinions on that
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Pete Mack
      Prophet
      • Apr 2007
      • 6883

      #3
      Sorry, wasn't clear. What I meant is should Morgoth kill wall to get out of the way of other strong monsters (but still stay adjacent to the player.) It's a given that ghosts should move in to walls by preference to get out of the way.
      Edit:
      It's a rare opportunity to write recursive angband code, so it's fun stuff.

      Sauron really shouldn't get hung up behind a mushroom patch or small kobold.

      Comment

      • Derakon
        Prophet
        • Dec 2009
        • 9022

        #4
        Hmm. My kneejerk suggestion is that Morgoth should prioritize a) having LOS on the player, but failing that b) making movement decisions that go through walls in preference to going through open space. So if he has two directions he can move in that both take him equally closer to the player, neither of which have LOS on the player, and one of which is through a wall, then he should eat the wall.

        Conversely, if he has two movement options, both of which take him equally closer, but one gains LOS while the other doesn't, then he should enter LOS. That would fix the "trick shot" exploit that lets you kill Morgoth without him ever getting a chance to respond to your attacks.

        Comment

        • Estie
          Veteran
          • Apr 2008
          • 2347

          #5
          A "better" ai does not necessarily lead to better gameplay. The ability to hit M without him getting LOS, for example, enables something like the tome sorcerer class to win the game. In Vanilla, there is no such thing, everyone can get 1-hit proof. But if if anyone considers Vanilla combat boring because its just a trade of blows interrupted by healing when necessary, a measure like the suggested movement change to M makes sure that this stays that way.

          Instead of shutting down "abusive" gameplay, I think it would be more profitable to build the game around that kind of play. It doesnt matter if M appears to be clever or not - what matters is how many different ways of dealing with him the player has.

          Comment

          Working...
          😀
          😂
          🥰
          😘
          🤢
          😎
          😞
          😡
          👍
          👎