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added some commits
Mar 14, 2014
Reaper42
added some commits
Jul 2, 2014
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So I like a bunch of the things in here, especially the increase of groups, but I must say that I am not a very big fan of the overmap tracks, mostly because there seems to be no way to avoid leaving tracks on the overmap unless its raining or anything else that leaves tracks other than the player. And partly because this are zombies we are talking about, not expert hunters or hunting hounds, it seems far fetched that they would be able to track you proficiently. I mean, attracting hordes when you turn on a generator or lets say lower a bridge is excellent gameplay. But being forced to run for days from an angry mob of undead that is magically homing on you doesn't sound very fun on my end. |
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Headjack
commented
Jul 2, 2014
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I'd agree with John, it feels like loud sounds within range of the horde and nighttime lights are a more likely stimulus for them to come and investigate you. |
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Zombies tracking you by scent should be pretty short term, the trail should |
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Yes. I forgot do terran check.
I assume that in the horde have dogs that are remaining.
I cut lights signals because me offer them to any direct light (random lava, console, Z-shocker etc)
I can make them switchable for you. |
kevingranade
reviewed
Jul 5, 2014
| g->weather != WEATHER_THUNDER || | ||
| g->weather != WEATHER_SNOW || | ||
| g->weather != WEATHER_SNOWSTORM ) { | ||
| layer[OVERMAP_GROUND_LEVEL].pl_track[x][y] = turn; |
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kevingranade
Jul 5, 2014
Member
You can just call calendar::turn here, no need to pass that value into the method.
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Reaper42
Jul 7, 2014
Author
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I can't do that because i remove tracks with this method too.
kevingranade
reviewed
Jul 5, 2014
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| void overmap::place_tracks(const int x, const int y, const int turn) { | ||
| if (layer != NULL && x <= OMAPX*2 && y <= OMAPY*2 && x >= 0 && y >= 0 ) { |
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kevingranade
Jul 5, 2014
Member
Instead of pl_track being double the size of an overmap, it should match the rest of the overmap data, and convert the coordinates to match either before or after being passed into this method.
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Reaper42
Jul 5, 2014
Author
Contributor
pl_track match with mongroup coordinates. What problem? point overmap::to_big_overmap_coord(point p) - converts this coords for map view.
kevingranade
reviewed
Jul 5, 2014
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| void overmap::place_tracks(const int x, const int y, const int turn) { | ||
| if (layer != NULL && x <= OMAPX*2 && y <= OMAPY*2 && x >= 0 && y >= 0 ) { | ||
| if (g->weather != WEATHER_ACID_RAIN || |
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kevingranade
Jul 5, 2014
Member
This should place tracks unconditionally, and have the monster check if they're able to detect it when they're tracking.
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Reaper42
Jul 5, 2014
Author
Contributor
What is "this?" Signal_horde_noise? to_big_overmapcoord? signal_hordes?
Now are only scent track. In wet weather no reason to place it.
kevingranade
reviewed
Jul 5, 2014
| } | ||
| } | ||
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| void overmap::update_tracks() { |
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kevingranade
Jul 5, 2014
Member
Instead of aging the tracks, we should just account for intervening weather when the monster tries to track the player. The weather is available via game::weather_log, which is a std::map<int, weather_segment>. The int is the turn when that weather condition started, and weather_segment has the temperature and weather type that was occurring during that time period. You can look at weather::fill_funnels() for an example of historical weather data being used.
The reason for this is that different monsters might be able to track based on different things, for example a NPC or intelligent robot might be able to track based on traces that weather won't wash away as rapidly, while wolves will be able to track based on scent for a long time. There might even be a creature that has a supernatural ability to track the player, and just succeeds dispute any intervening weather conditions.
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Reaper42
Jul 5, 2014
Author
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I remember that filling funnels don't work correctly. Weather_log - is global? Finally i don't think, that this way is more better than run over vector<int*> periodically. With large count of NPC and wild animal groups iteration count be will be very different.
I can add recalc code in overmap::track_at. But i don't know trust it or not.
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This needs to comply with the project coding style, you can't just use whatever style you want. It'd documented in doc/CODING_STYLE.md |
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$ astyle --style=1tbs --indent=spaces=4 --align-pointer=name --max-code-length=100 --break-after-logical --indent-classes --indent-preprocessor --indent-col1-comments --min-conditional-indent=0 --pad-oper --add-brackets --convert-tabs You version of astyle is? ... Ok 1 get 2.03 |
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Because running astyle across the entire codebase is liable to cause breakage that it would then be difficult to impossible to trace to the cause. |
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Have you tried to do it? |
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Kevin was considering a full-code astyle that the other day, so if he's determined that it's likely to break something, I'll believe that he's looked and has reason to ease off. (If it was safe to do, he'd do it.) |
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Hm...I do astyle now, compile and run. All ok, but need more testing. |
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About you weather log. I dislike him because It is not easy to use. I have no problem with tracks now. If someone has problems i can do vector<int*>. If you want track update with weather log write something like:
where vector's index = weather_type and int = length of weather in turns. |
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Given the weather rework, I'm thinking this'll need adjusted. Between that and Kevin's change requests, that's why I haven't scheduled it for testing. |
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In regards to hordes, is there a limit to the maximum number of zombies per large horde? I ran into one some 110 zombies strong. That intended? It was a freshly made map which i ran south for a good deal testing something else and found these. |
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Last month Kevin don't care about all this. I think he don't care now. h_size = rng(1, 4) * 80; Max horde size - 360 heads. |
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The last action on the PR was me raising several issues with the PR and you |
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You about way to refresh scent map? I reply questions: |
Reaper42 commentedJul 2, 2014
Hordes.