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Have robots avoid traps #59

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gajop opened this issue Apr 19, 2015 · 6 comments
Closed

Have robots avoid traps #59

gajop opened this issue Apr 19, 2015 · 6 comments
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@gajop
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gajop commented Apr 19, 2015

It would be great if we could somehow make robots avoid traps.
Maybe if we made those things collidable.. or blocking=true?
It really needs to be a fake blocking, units should still get stuck in traps (so they would die in fire with the animation or get paralyzed)

@gajop gajop added this to the Day3 milestone Apr 19, 2015
@silentwings
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What currently controls the robot movement?

@gajop
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gajop commented Apr 19, 2015

Null AI and some fight/patrol orders issued.
The point is, for non-hold pos units (and many are such), we want them to
be smart enough to avoid fires automatically while chasing the player.

2015-04-19 19:20 GMT+09:00 silentwings notifications@github.com:

What currently controls the robot movement?


Reply to this email directly or view it on GitHub
#59 (comment).

@silentwings
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"some fight/patrol orders issued" - from where? I can't see any gadget issuing orders. If orders are issued from multiple places I think this would risk being buggy.

@gajop
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gajop commented Apr 20, 2015

anyway the point of this was that units enter traps, even if no move order was given and they just maneuvered into them;
maybe it could be solved via heatmapping or gadgets that would cause units to get move orders outside of fire when near it

@silentwings
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Having played a bit, I think their behaviour is great as it is.

@gajop
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gajop commented Apr 21, 2015

Hmm, I'm going to reopen this...
The issue is units will walk into traps and stay their obliviously.
We should look for a way that so that they would consider it an obstacle instead.

(To be clear, it was good enough for the submission, but imo should be changed for the final version, maybe unit AI or heat mapping).

@gajop gajop reopened this Apr 21, 2015
@silentwings silentwings self-assigned this Apr 25, 2015
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