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AI engagement distance #20

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cxong opened this issue Jan 28, 2013 · 1 comment
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AI engagement distance #20

cxong opened this issue Jan 28, 2013 · 1 comment
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@cxong
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cxong commented Jan 28, 2013

AI should want to move into the best range when engaging. For example a flamer AI should want to close the distance before engaging.

@cxong cxong mentioned this issue Dec 12, 2013
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@cxong
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cxong commented May 13, 2014

After refactoring weapon/bullet types (#64), it may be possible to programmatically determine a weapon's effective range (might be trickier for grenades and explosives). This way we don't have to specify range for custom weapons.

The AI should only fire when the target is almost within range, and back off if the enemy gets too close relative to the weapon's range.

We may still want to override that logic for certain weapons though, for example for the shotgun, engaging at close range is still beneficial.

To test this AI, create a custom map with stationary AIs with different weapons equipped. When the player is out of range, the AI should not fire.

@cxong cxong mentioned this issue Jun 23, 2014
@cxong cxong modified the milestones: 0.5.7, Wishlist Jul 24, 2014
@cxong cxong closed this as completed in e29a36c Aug 26, 2014
cxong added a commit that referenced this issue Sep 3, 2014
Scalars weren't being squared when compared
against squared distances
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