Implement AI droid frustration #1165
Comments
Per uploaded file |
Zarel commented Zarel likes this very much. But UINT8_MAX is a bit high for frustration. I'm thinking more like 32? |
Per uploaded file |
Per changed status from |
Per set resolution to |
Per commented (In [8765]) Add a new droid variable frustration that is set each time it gets stuck. For a time after, |
bugreports@... commented I've got input that may be related to this, but don't know what's the correct place to post it:
I've noticed that there is some code which, when they're stuck for a while, makes them kind of "slide" between the structures and manage to free themselves. This happens after some variable amount of time, but in the large majority of cases, that time is way too long. If it is a tunable parameter, it'd be useful to shorten it to something like 50% or 60% the current time.
This was not happening in 2.2.2. I think the change is for the worse, because they waste time, are not as flexible as they were before, and they often get stuck when multiple units are ordered to move and need to maneuver in limited space... |
Per commented (In [8766]) 2.3: Add a new droid variable frustration that is set each time it gets stuck. For a time after, |
keyword_movement_ai
resolution_fixed
type_patch (an actual patch, not a request for one)
| by PerWhen AI droids get stuck, the presence of map features could be a contributing factor. This patch adds a new droid variable called 'frustration' that is set each time it gets stuck, and decremented each frame thereafter. When frustrated, the droid will fire on any destructible features nearby if there is nothing else to fire at. This might clear the way. Other ways to act out frustration may be added at a later time ;-)
Issue migrated from trac:1165 at 2022-04-15 20:11:30 -0700
The text was updated successfully, but these errors were encountered: