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IDProjectCategoryView StatusLast Update
0003343The Dark ModAIpublic28.03.2013 13:27
Reportergrayman Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionSVN 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003343: Human AIs don't see monsters
DescriptionWhen 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.
TagsNo tags attached.

Relationships

related to 0003301 assignedSpringheel AI's vocal sets do not have appropriate responses for AI on AI melee situations 

Activities

grayman

grayman

19.03.2013 18:39

administrator   ~0005211

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

Issue History

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