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Re: Monster AI for version 1.0 CF (Was: Re: CF: Moving on to implement diseases)



On Mar 3,  2:03pm, Brian Thomas wrote:

> 	1) monsters should be able to respond to player
>            interaction via other actions (rather than just saying
> 	   something). This would include shopkeepers attacking
> 	   shoplifters, leaders commanding their troops to
> 	   march in a direction, an insult to the barmaid results
> 	   in getting attacked by the other patrons, etc.

 This really is an expansion of the msg/match stuff.  This is one of those
areas which someone could work on which is pretty much independant of most code
(any volunteers?)  As long as the match and say is still there, and that really
happens.

 I think there are a few things on the TODO related to this.  Two other things
in message handling:

1) Ability for NPC to give away items.
2) Some sort of state of messages, so saying yes may yield different responses
depending on the previous converation.

On Mar 3,  5:14pm, Preston F. Crow wrote:
> Subject: Re: CF: Re: Monster AI for version 1.0 CF
> I think it would be interesting to improve monster movement.
> If you are running away, and follow a hallway north, then west,
> and then south, the monsters chasing you won't follow the
> hallway north once you start heading south.
>

 I actually got a function from someone (will have to check who) which will
take a monster and player position, and return a list of directions on how the
monster can get to the player.

 That routine would fix the above situation.   However, simply call that
routine all the time probably will chew up all sorts of cpu time.  Maybe limit
it to call it periodically (ie, once every 5 ticks or something - so monster
moves, then reevaluates the situation), or maybe limit number of possible
spaces to
move based on wis or some other attribute..



-- 

-- Mark Wedel
mark@pyramid.com
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