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Vaigu-Otserver-DefaultTracker #52
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RA
Ranged monsters move behavior
Vaigu-Otserver-DefaultTracker #52:
Ranged monsters move behavior
Status:
Open
Priority:
Critical
Type:
Bug
Description
- Currently, if there is lane of sight to target, the ranged monster will attack the target if they are in range. (this is correct)
- If target is too far, ranged won't try to move closer to their target. (this is a bug)
- Run away rules:
a) target and ranged are on adjacent tiles
b) ranged is in the corner (eg. target is SE and there are unpassable tiles on SW, W, NW, N, NE)
If a: ranged should move to closest tile that is not adjacent to target
If !a+b: ranged should stay in place
If !a+!b: ranged should move to closest tile that is: i) in distance up to ranged's range (chebyshev) ii) way to that tile does not path through tile adjacent to target iii) furthest from the target (euclidean) - If there is no lane of sight, but there is path to target, ranged monster will path until they have lane of sight. (this is correct)
- If there is no lane of sight, and there is no path to target, ranged monster will just wander and never attack. (this is a bug)
- In this case monster should path to closest tile that has lane of sight with target.
- If target is on tile adjacent to ranged, there should be longed waiting time before next move. This should not affect animation speed.

Files
RA Updated by Redmine Admin about 2 months ago
- Description updated (diff)
RA Updated by Redmine Admin about 2 months ago
- Description updated (diff)
RA Updated by Redmine Admin about 2 months ago
- Description updated (diff)
RA Updated by Redmine Admin about 2 months ago
- Description updated (diff)
RA Updated by Redmine Admin about 2 months ago
- Description updated (diff)
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