Re: Modeling events that occur in a game world
- From: "Aaron J. M." <ajmacd@xxxxxxxxxxxxxxx>
- Date: 27 Apr 2007 15:36:01 -0700
On Apr 25, 5:24 am, "Dmitry A. Kazakov" <mail...@xxxxxxxxxxxxxxxxx>
wrote:
The awareness of actions should IMO come from the map. So the AI shouldThis sounds you mean the AI should only guess about the source of an
read from the map: there is an accelerating force being applied to my
creature. So the physics starts to work first. If AI considers this as a
damage (some creatures might actually enjoy being propelled), then it
should scan the neighborhood for the cause of that unfortunate event. In
other words it should create a hypothesis of what has happened.
attack
instead of know about it, which doesn't seem all that reliable.
I was hesitant to put knowledge about actions into the map because I
wanted it
to just hold creatures with locations and some terrain data. It would
make
sense to put physics information into the map though.
However, I'm not really simulating physics since my game turn-based.
All
actions (attacking, moving, throwing, etc.) takes exactly one turn for
one
creature to perform. Attacking is mainly one creature reducing the
number of hit
points in another creature, and throwing is mainly a matter of one
creature
getting "teleported" to a nearby location and some of its hit points
taken away.
.
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