View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0003548 | The Dark Mod | AI | public | 06.09.2013 17:21 | 07.09.2014 19:01 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | have not tried |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.00 | ||||
Target Version | TDM 2.03 | Fixed in Version | TDM 2.03 | ||
Summary | 0003548: Bumping an AI in a particular state has no effect | ||||
Description | When the Concerned Citizen in L&L is waiting by the locked gate between the Slums and the Commons, I bumped into him. He didn't respond. Since he was fleeing from me moments before, I expected him to turn around and run away, back toward his house. Needs to be looked at. | ||||
Tags | No tags attached. | ||||
Fixed several issues when an AI is fleeing. 1 – Let a fleeing AI see his enemy as an obstacle so he doesn’t run straight at him. (Non-fleeing AI need to run straight at enemies to do combat.) 2 – Remove the player as an obstacle when close to the AI, otherwise the code that searches for a place to flee to (when there are no escape points) holds the AI in place and won’t let him move. This is what was causing the problem in Lords & Legacy. (This might sound contradictory to 1, but the rules are used by different code.) 3 – When all the escape points are w/o “team” spawnargs, a fleeing AI wouldn’t use them. When there’s only one escape point, the “team” spawnarg was ignored, and the AI would run to the escape point. Expanded the rules for finding a place to flee to as follows: 1 - If there's a guarded and friendly ('team' spawnarg is friendly to the AI) flee point, run there 2 - If not, if there's a friendly flee point, run there. 3 - If not, if there's a guarded and indifferent (no ‘team’ spawnarg) flee point, run there 4 - If not, if there's an indifferent flee point, run there. 5 - If not, pick a spot far away and run there. 4 – Teach fleeing AI how to use elevators when there are no escape points or more than one. (A map with only one escape point worked fine.) 5 – Don’t allow unarmed AI to respond to requests for help. 6 – Don’t flee to any location where there are armed hostile AI. 7 – Even though an AI’s travel flags were set at spawn time to include elevators (if they’re allowed to use elevators), the elevator flag was being cleared in the next frame when the AI is given his first point to go to. Corrected this. Rev. 6097: EAS.cpp EAS.h CombatState.cpp FleeState.cpp State.cpp FleeTask.cpp FleeTask.h AAS.h AAS_debug.cpp AAS_local.h AAS_pathing.cpp AI.cpp AI_pathing.cpp tdmAASFindEscape.cpp tdmAASFindEscape.h EscapePointEvaluator.cpp EscapePointEvaluator.h EscapePointManager.cpp EscapePointManager.h Relations.cpp Relations.h SysCvar.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
06.09.2013 17:21 | grayman | New Issue | |
06.09.2013 17:21 | grayman | Status | new => assigned |
06.09.2013 17:21 | grayman | Assigned To | => grayman |
07.09.2014 19:01 | grayman | Note Added: 0006957 | |
07.09.2014 19:01 | grayman | Status | assigned => resolved |
07.09.2014 19:01 | grayman | Resolution | open => fixed |
07.09.2014 19:01 | grayman | Fixed in Version | => TDM 2.03 |
07.09.2014 19:01 | grayman | Target Version | => TDM 2.03 |