Re: Modeling events that occur in a game world



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 should
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.
This sounds you mean the AI should only guess about the source of an
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.

.



Relevant Pages

  • Re: Tile entity stacks c++ question
    ... the Tile class from elsewhere in my progam when I need it. ... program you want to get a creature. ... Monsters are, IMHO, logically held by the *map*. ... less than the number of map cells. ...
    (rec.games.roguelike.development)
  • Re: Modeling events that occur in a game world
    ... the actual motion of a thrown creature needs no collaboration ... Maps are a set of locations, ... Creatures are things that exist on a Map, have statistics (health, ... private int health, attack ...
    (comp.object)
  • Re: Modeling events that occur in a game world
    ... the actual motion of a thrown creature needs no collaboration ... Maps are a set of locations, ... Creatures are things that exist on a Map, have statistics (health, ... private int health, attack ...
    (comp.object)
  • Re: Modeling events that occur in a game world
    ... the actual motion of a thrown creature needs no collaboration ... Maps are a set of locations, ... Creatures are things that exist on a Map, have statistics (health, ... private int health, attack ...
    (comp.object)
  • Re: What information is needed for AI?
    ... My initial idea was to just pass a copy of the map to the AI routine so it could make decisions. ... For the pathfinding routine, I'd just go ahead and pass it the whole map, not just what the creature can see, because A) it's easier to do, and B) the monster probably has pretty familiar knowledge of the dungeon, after living in it. ... Next, consider implementing a simplistic finite state machine, that causes the monster to chase when health is high enough, and retreat when heavily wounded. ...
    (rec.games.roguelike.development)