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Haywire Updates #1757

Merged
merged 4 commits into from
Jun 25, 2021
Merged

Haywire Updates #1757

merged 4 commits into from
Jun 25, 2021

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weluvgoatz
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@weluvgoatz weluvgoatz commented May 24, 2021

This PR makes the haywire more effective in his pursuit of Tux by turning around at a faster speed and chasing him slightly faster as well. Also, I have fixed the bug where the recently stunned haywire would start drifting before he appeared to be running.

IMPORTANT EDIT: I decided to try and include the requested changes of #924 in this, as well!

@weluvgoatz weluvgoatz added this to Needs Review/In-Progress in Icy Island Improvements May 24, 2021
@weluvgoatz weluvgoatz changed the title Improve Haywire acceleration Haywire Updates May 25, 2021
@Rusty-Box
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I think this is pretty good. Haywire is much more mobile. A personal nitpick would be his jump height/distance.
I was thinking more like how far captain snowball jumps but the way it is now I'd be able to settle on.

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It's actually a surprisingly good pathfinding logic! I've tried finding flaws in it (e. g. if Tux gets in a position where he'll die no matter what, like haywire jumping if Tux jumps but not if he doesn't, etc.) but I found nothing remarkably annoying about it.

Only detail (very minor one, it doesn't really require a fix), on downwards ledges that require a jump, the haywire will simply fall instead of jumping, like:

image

It takes the solid path in red, but it could take the dotted path in green. It doesn't matter much, though, it's just in case it's something that slipped through and easy to fix. If it's intended or too long to implement, leave it out, it's already working super well :D

Oh, also - two small code quality changes.

src/badguy/haywire.cpp Outdated Show resolved Hide resolved
src/badguy/haywire.cpp Outdated Show resolved Hide resolved
@weluvgoatz weluvgoatz merged commit afb12af into SuperTux:master Jun 25, 2021
Icy Island Improvements automation moved this from Needs Review/In-Progress to Done Jun 25, 2021
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3 participants