targetting and LOS
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One of the big questions about Angband is what constitutes abuse. As far as I am concerned _any_ digging meant to establish a better tactical position is abuse. Yeah- it's in the game. But it allows you to reduce the worst enemies in the game to walking treasure boxes. I don't consider any win that used ASCs at any point a real win.
Every once in a while I wonder what I could do if I really used everything in the game. I could stair-scum- but I guess that's meaningless when scrolls of Deep Descent show up in the BM. I could kill big summoners in ASCs- I guess that is actually done pretty frequently. But I'm a purist about this sort of thing. I only remove stone in order to get at vaults. And I think V would be better if that were the only case in which you could remove stone.www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
My banding life on Buzzkill's ladder.Comment
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In the current system, diagonally adjacent #'s are assumed not to touch. Changing that would be a big deal.
If you really want to change this, you should widen the discussion to include switching to a hex map where there is no problem, by design.Comment
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The property I am talking about is not visibility from the entrance or square with the door etc. You can do whatever you like there. I have a preference, but I wouldn't argue if it went the other way. The important property is what you see after you take *another* step into the interior of the room, getting out of the row or column of #s that make up a wall. Visibility from there is what conflicts with expanding cones in a symmetric model.Comment
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The property I am talking about is not visibility from the entrance or square with the door etc. You can do whatever you like there. I have a preference, but I wouldn't argue if it went the other way. The important property is what you see after you take *another* step into the interior of the room, getting out of the row or column of #s that make up a wall. Visibility from there is what conflicts with expanding cones in a symmetric model.
I'm quite happy with a situation like Fig 22.Last edited by PaulBlay; June 25, 2009, 18:20.Currently turning (Angband) Japanese.Comment
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I agree the quoted view, but I am lazy. Also, I'd rather wands of stone to mud not be junk. I allow myself to cast stone-to-mud to open up a path between rooms so that after I phase away from a monster we can get reacquainted more quickly. Once I decided I was willing to do that, I also decided to use it to create shortcuts between rooms when I am heading for the stairs.Comment
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I guess I do not understand what point you are making. I agree that you can make visible walls in conjunction with expanding pillars consistent, if you are willing to violate one of the properties I suggested about passwall monsters.Comment
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[EDIT] OK, I think we're disagreeing on the definition of "visible wall". I am in favour of 'expansive walls' (as Marble Dice put it). Display on map of walls that "you'd think logically you'd be able to see" but where any (possible) content of those walls will not necessarily be known. This doesn't give the G in the wall any tactical advantage over just not being able to see the wall. It still can't see or target you, and you still can't see or target it (when it is in the theoretical shadow).
In other words I could say those 'additional' wall tiles are displayed but are not visible.
[EDITx2] Expansive walls are actually related to "wall memory".
Take this example:
Code:#########%%%%% ....@.... #########%%%%%
Code:###########%%% ....@.... ###########%%%
Code:########%%%%%%%%%%%%% .@.............. ########%%%%%%%%%%%%%
Code:##################### .@.............. #####################
Last edited by PaulBlay; June 25, 2009, 18:39.Currently turning (Angband) Japanese.Comment
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Of course, as Paul points out, one or more of these properties are only broken if you actually want to make all those wall tiles visible/targetable. You can still just use the map memory to display the walls (in the darkened non-visible wall tile color) even though those tiles aren't visible (which really just means stuff inside those wall tiles isn't visible).
You can argue that would be more difficult to implement, which suggests such a system would be less than ideal. That's a valid argument, but the whole notion of not being able to target every wall tile from inside a room as a complete deal breaker is about as naive as saying no expanding shadows on single pillars is a deal-breaker. They are two different interpretations of Angband's dungeon model, and they both give rise to acceptable (IMO) gameplay.Comment
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As named on the wiki page, the properties PowerDiver is referring to are "No hidden ghosts" (all pass wall monsters in visible wall tiles are visible) and "No lost targeting" (casting stone-to-mud on a walled, targetable ghost does not cause an inability to target that tile).
While you're here
The four points of the obstructing diamond do not obstruct visibility unless that point is adjacent to another wall tile (this allows extra visibility around corners, but prevents sight through walls).Currently turning (Angband) Japanese.Comment
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"The four points of the obstructing diamond do not obstruct visibility unless that point is adjacent to another wall tile (this allows extra visibility around corners, but prevents sight through walls)."
Are you referring to tangent touches of the LOS with the extreme point of the diamonds there?
Code:#@# #.#. #.# . #.# .
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the whole notion of not being able to target every wall tile from inside a room as a complete deal breaker is about as naive as saying no expanding shadows on single pillars is a deal-breaker. They are two different interpretations of Angband's dungeon model, and they both give rise to acceptable (IMO) gameplay.
This should suggest to model designers that they choose which property to violate at the start of the process of designing a model. Or, if they don't believe my claim, they should first show that my argument fails to apply to the kind of model they are considering.Comment
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Ok...here we go:
One-pillar cases:
Code:.....? ...??? @#???? ...??? .....?
Code:...?? ..??? ..??. .#... @....
T-intersections and entering rooms are a bit more dangerous in Zaiband:
Code:??. ??. ?.. #.. @.. #.. ?.. ??. ??.
Code:### #D. #.. #.. #.. @.. #.. #.. #.. #..
A symmetrized viewability/projection algorithm (directly violating Permissive Field of View) would end up with the following for @:Code:?## ?D. ?.. ?.. #.. @.. #.. #.. #.. #..
Code:??o ?x# #x# @.#
Last edited by zaimoni; June 25, 2009, 21:10.Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg.
Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.)
Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011Comment
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