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Has there ever been discussion on simplifying Trick Attack?
The logic seems overly complex for its purpose
Goal: decide if an entity is between 2 other entities with some wiggle room
Current Implementation: draw lines projected onto x,y plane between:
target and actor
target and TA candidate
and calculate slope of both lines (with the smaller value as the dependent variable) to determine if the lines' slopes are within a range
Proposed Implementation: calculate worldAngle between
target and actor
target and TA candidate
calculate angleDifference between both worldAngles
There's other logic that would stay the same of course such as distances being checked to ensure TA candidate is closer to target than the actor, etc. This suggestion would simply replace the top section of battleutils::getAvailableTrickAttackChar to be less expensive/hard-to-read
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Has there ever been discussion on simplifying Trick Attack?
The logic seems overly complex for its purpose
Goal: decide if an entity is between 2 other entities with some wiggle room
Current Implementation: draw lines projected onto x,y plane between:
and calculate slope of both lines (with the smaller value as the dependent variable) to determine if the lines' slopes are within a range
Proposed Implementation: calculate worldAngle between
calculate angleDifference between both worldAngles
There's other logic that would stay the same of course such as distances being checked to ensure TA candidate is closer to target than the actor, etc. This suggestion would simply replace the top section of
battleutils::getAvailableTrickAttackCharto be less expensive/hard-to-readBeta Was this translation helpful? Give feedback.
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