07-10-2013, 11:04 PM
This is almost done (still have to settle the Random business, that didn't convinced me + finalize my style-checks, as you guys seems to be careful on spaces and case).
For now, I got problems with the Tick method of the monsters, as i relocated it in the global cWorld::TickMobs(...) method.
The reason why i did that is because we don't want to move mobs that are far away from any players.
But now I've got spawning and ticking I got alot of "mob is inside wall" warnings.
I'm not pretty sure this is a side effect that i should correct, or another feature.
I looked the Monster::Tick() method, that use speed instead of position (basically : you move in direction of your target and if you are heading to a wall, you add jumping), and I'm pretty sure this is not a viable option.
I saw that there is some tickets associated to mobs jumping.
Would you agree that I commit my patch without handling this behavior (that is now problematic as there is a lot of mobs everywhere), and start to work on this problem after that ?
About the IA : A long time ago, I used to be IA main-coder on another game (that was commercially released by ea games, but didn't sell a lot). What I think is that we do not need complex IA here (like emerging comportment). Just some easy "scripted" rules. Mobs are not supposed to be smart, plus we lack the calculation power to make it work fine. I assume this was your idea anyway.
For now, I got problems with the Tick method of the monsters, as i relocated it in the global cWorld::TickMobs(...) method.
The reason why i did that is because we don't want to move mobs that are far away from any players.
But now I've got spawning and ticking I got alot of "mob is inside wall" warnings.
I'm not pretty sure this is a side effect that i should correct, or another feature.
I looked the Monster::Tick() method, that use speed instead of position (basically : you move in direction of your target and if you are heading to a wall, you add jumping), and I'm pretty sure this is not a viable option.
I saw that there is some tickets associated to mobs jumping.
Would you agree that I commit my patch without handling this behavior (that is now problematic as there is a lot of mobs everywhere), and start to work on this problem after that ?
About the IA : A long time ago, I used to be IA main-coder on another game (that was commercially released by ea games, but didn't sell a lot). What I think is that we do not need complex IA here (like emerging comportment). Just some easy "scripted" rules. Mobs are not supposed to be smart, plus we lack the calculation power to make it work fine. I assume this was your idea anyway.