View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003343 | The Dark Mod | AI | public | 10.03.2013 16:26 | 28.03.2013 13:27 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | SVN | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003343: Human AIs don't see monsters | ||||
Description | When it comes to recognizing an enemy, the code that handles AI-to-AI encounters ignores monsters. Only humans can be recognized as enemies. So a guard approaching a werebeast ignores the werebeast, but the werebeast sees the guard as an enemy. The beast attacks the guard, who doesn't know there's any danger until he's been struck. | ||||
Tags | No tags attached. | ||||
related to | 0003301 | assigned | Springheel | AI's vocal sets do not have appropriate responses for AI on AI melee situations |
Allow human actors to see monsters and the undead. Allow undead actors to see humans. (Monsters already could.) Add monster- and undead-specific barks for humans to use when dealing with enemies that aren’t thieves. Non-humans don’t react when finding dead or unconscious actors. Non-humans don’t issue warnings or greetings. rev. 5718: AI.cpp AI_events.cpp CombatState.cpp CombatState.h ConversationState.cpp ConversationState.h FleeDoneState.cpp FleeDoneState.h State.cpp State.h UnreachableTargetState.cpp RangedCombatTask.cpp rev. 13364: *.def *.sndshd |
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Date Modified | Username | Field | Change |
---|---|---|---|
10.03.2013 16:26 | grayman | New Issue | |
10.03.2013 16:26 | grayman | Status | new => assigned |
10.03.2013 16:26 | grayman | Assigned To | => grayman |
19.03.2013 18:39 | grayman | Note Added: 0005211 | |
19.03.2013 18:39 | grayman | Status | assigned => resolved |
19.03.2013 18:39 | grayman | Resolution | open => fixed |
19.03.2013 18:39 | grayman | Fixed in Version | => TDM 2.00 |
28.03.2013 13:27 | grayman | Relationship added | related to 0003301 |