As I understand it, stealth works by giving each monster, each turn, some probability to be woken up. This depends on many factors, I'm sure, including stealth ability, race, aggravation, and distance from the monster.
Is line-of-sight taken into account? From personal game-playing experience, it doesn't seem to me that it is. I think that it should be; after all, lots of animals sleep with their eyes open, exactly for this purpose --- so that they can spot approaching threats which are in their line-of-sight. This would also be fun from a gameplay perspective: let's say you want to engage a particular monster in melee, in a room with two doors, and the monster is sleeping near to one door and far from another. You'd have an incentive to approach by the door nearer to the monster, to minimize the time in its line-of-sight, and hence minimize the chance you'd wake it up before your first strike. This would be a fun and realistic gameplay element.
Also, if a monster's sleeping in a room, I often wake it up when passing along a corridor that goes near the room, even if I'm not passing a door to the room. Is there any 'dampening' effect brought on by the fact that the monster is 'hearing' me through a wall? If not, there should be.
Angband already has a chase-by-smell functionality, doesn't it? Presumably, the idea is that your 'smell' flows down the corridor, and monsters can chase you by following the smell gradient. This underlying code could also be used for stealth, if it isn't already: the 'smell' value of a particular grid square could also be interpreted as a 'noise' value, and the higher it is, the more likely a monster located there would be woken up.
This could be used to achieve the previous goal, of lowering the chance of waking up a nearby monster that's separated from you by a wall. You could also improve it so that your 'noise' flows easily through empty squares and open doors, less well through closed doors, and very poorly through walls. This would give a computationally-efficient, but very effective, way of simulating noise levels.
Maybe Angband already does all this already! If so, I apologise .
Is line-of-sight taken into account? From personal game-playing experience, it doesn't seem to me that it is. I think that it should be; after all, lots of animals sleep with their eyes open, exactly for this purpose --- so that they can spot approaching threats which are in their line-of-sight. This would also be fun from a gameplay perspective: let's say you want to engage a particular monster in melee, in a room with two doors, and the monster is sleeping near to one door and far from another. You'd have an incentive to approach by the door nearer to the monster, to minimize the time in its line-of-sight, and hence minimize the chance you'd wake it up before your first strike. This would be a fun and realistic gameplay element.
Also, if a monster's sleeping in a room, I often wake it up when passing along a corridor that goes near the room, even if I'm not passing a door to the room. Is there any 'dampening' effect brought on by the fact that the monster is 'hearing' me through a wall? If not, there should be.
Angband already has a chase-by-smell functionality, doesn't it? Presumably, the idea is that your 'smell' flows down the corridor, and monsters can chase you by following the smell gradient. This underlying code could also be used for stealth, if it isn't already: the 'smell' value of a particular grid square could also be interpreted as a 'noise' value, and the higher it is, the more likely a monster located there would be woken up.
This could be used to achieve the previous goal, of lowering the chance of waking up a nearby monster that's separated from you by a wall. You could also improve it so that your 'noise' flows easily through empty squares and open doors, less well through closed doors, and very poorly through walls. This would give a computationally-efficient, but very effective, way of simulating noise levels.
Maybe Angband already does all this already! If so, I apologise .
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