Comments (4)
There's a conflict between this and movement/targeting (#23), especially if two AIs are using the same weapon. That is, to avoid the enemy's line of fire, you also give yourself a bad position from which to fire.
It may be possible to resolve this conflict by having "aggressive" and "defensive" AIs, where the former will prioritise getting into a good firing position over evasion, and vice versa. For AIs using different weapons, the AI can prefer evasion until it moves close enough for its weapon's range.
There's still a potential deadlock between two defensive AIs both trying to move outside each other's line of fire, which will be interesting to see 😆
from cdogs-sdl.
This can also be generalised to avoid explosions, flames etc.
from cdogs-sdl.
Added AI running away from dangerous bullets, like flames and fireballs. This works quite well because these things tend to be slower than even normal walking speed, although frags aren't evaded well, but then again these are hard to avoid in general.
Avoiding regular bullets would be harder though; not only does the AI need to look at a bigger radius, bigger if there are fast bullets, but they will need to side-step instead of run directly away. This requires a bit of trig, taking into account the bullet's trajectory, and to figure out if it's better to step to the left or right. Also, due to the abundance of bullets, it would be impractical to run away all the time - this action is a short-circuiting one for the dangerous bullets - so the AI needs to be able to do other things whilst dodging bullets.
One idea is to have the AI selectively dodge bullets. Another is for the dodge action to be of limited short circuiting - it will dodge only if the AI will not try to do some more important thing, like shooting.
It would be nice to also dodge friendly bullets, as an alternate way of solving #295
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One method of doing this is:
- Find all bullets within radius
- Filter by those that will hit
- Special logic required for grenades - want to stay away from explosion
- Sort based on a score:
- Damage
- Whether it's from a friendly or player
- Time to hit
- For the top N bullets, find a safe direction and move there
- To simplify, could just take the most significant bullet and attempt to sidestep it
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Related Issues (20)
- Changing weapons while standing still HOT 1
- Bombs slot resetting
- Proximity mines over character after placement
- Friendly fire on Distress call from scientific outpost HOT 1
- Wrong mission title
- Poison
- Wrong menu loading
- Impossible to close some menus
- Typos HOT 2
- Multiple map objects per destroy objective HOT 1
- Add correct aspect ratio option
- Petrify Gun
- Check for shared ENet if USE_SHARED_ENET is set HOT 5
- Shift to another hasmap implementation from the deprecated `c_hashmap` HOT 2
- Wrong blood animation HOT 3
- Original Release Campaign? HOT 7
- CVE-apply:In Nanopb before versions 0.3.9.8 and 0.4.5, decoding a specifically formed message can cause invalid `free()` or `realloc()` calls if the message type contains an `oneof` field, and the `oneof` directly contains both a pointer field and a non-pointer field. HOT 1
- Arch Linux x86_64: Segfault on startup HOT 7
- Zig development HOT 2
- Assets revamp
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