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Vaigu-Otserver-DefaultTracker #52

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Ranged monsters move behavior

Vaigu-Otserver-DefaultTracker #52: Ranged monsters move behavior

Added by Redmine Admin about 2 months ago. Updated about 2 months ago.

Status:
Open
Priority:
Critical
Type:
Bug

Description

  1. Currently, if there is lane of sight to target, the ranged monster will attack the target if they are in range. (this is correct)
  2. If target is too far, ranged won't try to move closer to their target. (this is a bug)
  3. 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)
  4. 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)
  5. 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)
  6. In this case monster should path to closest tile that has lane of sight with target.
  7. If target is on tile adjacent to ranged, there should be longed waiting time before next move. This should not affect animation speed.
    3a) ranged (elf) and target (adventurer)

Files

3a.png (462 KB) 3a.png 3a) ranged (elf) and target (adventurer) Redmine Admin, 05/02/2026 08:26 AM
3a.png
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