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dg authored
Added a hasLOS check to aiSeeTargetPos which will cause the actual target position to be obfuscated if it is not in LOS Added range checks to Actor:hasLOS in the engine as well as ToME Flee_dmap AI now flees from aiSeeTargetPos and not the actual target position when required NPCs that receive damage from an unseen target will temporarily gain A* pathing (not temporary effect damage, though) Added blocked A* pathing to the engine's move_dmap Added NPC shoving to ToME, so simple chokepoints cannot be held as easily Adding a forgotten sustain_at_birth for forge-giants Fixed a long-standing bug in ToME's tactical AI canFleeDmapKeepLOS and added the ability for ai_tactic.safe_range to take wide corners to avoid player ambushes git-svn-id: http://svn.net-core.org/repos/t-engine4@6074 51575b47-30f0-44d4-a5cc-537603b46e54
dg authoredAdded a hasLOS check to aiSeeTargetPos which will cause the actual target position to be obfuscated if it is not in LOS Added range checks to Actor:hasLOS in the engine as well as ToME Flee_dmap AI now flees from aiSeeTargetPos and not the actual target position when required NPCs that receive damage from an unseen target will temporarily gain A* pathing (not temporary effect damage, though) Added blocked A* pathing to the engine's move_dmap Added NPC shoving to ToME, so simple chokepoints cannot be held as easily Adding a forgotten sustain_at_birth for forge-giants Fixed a long-standing bug in ToME's tactical AI canFleeDmapKeepLOS and added the ability for ai_tactic.safe_range to take wide corners to avoid player ambushes git-svn-id: http://svn.net-core.org/repos/t-engine4@6074 51575b47-30f0-44d4-a5cc-537603b46e54
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