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Ai improvements

Open Tomash667 opened this issue 7 years ago • 0 comments

AI

  • PredictTargetPos depends on dt
  • ai avoiding traps
  • ai reaction to sounds
  • better escape (escape algorithm)
  • SeenEnemy for position not for unit
  • when giving hero a item he checks entire inventory instead of checking this one item
  • don't spawn units on traps
  • ai can't handle unit dying outside view, they don't know they killed all enemies and will search for more enemies in nearby rooms
  • group of ai threat player team as group (keep info about count, positions, know if everyone is dead)
  • better pathfinding, don't walk only by tiles but diagonally too
  • guard ai - wander around town (in groups), goes to barracks, to gate, enters towers
  • citizen ai - wanders around town, talks to people, trade with merchant, goes to inn to drink
  • hero ai - enters inn/townhall, goes to merchant/training grounds, exits town
  • ai weapon sets (for example hero keeps fire axe & ice hammer for specialized fights)
  • item class (light (mithril shield/armor)) that some ai profiles value (for example modifier x1.2 for value)
  • dialogs can cause fighting between two npcs
  • ai as team leader
  • behavior trees
  • use other potions
  • ai use chest
  • ai picks up items from ground
  • complex ai - guard area, throw foreign people from area, attack them if necessary
  • ai can take orders from players
  • ai reaction speed, different for different unit types (better for bosses)
  • better experience gain for ai
  • carry multiple weapons and switch them in combat
  • ai flags (leave location, remove when team leaves location, talk with hero, remove after time)
  • ability to ask any npc about standard questions (what are you doing, who are you)
  • bragging after a battle by heroes
  • conflict between good and evil characters
  • ai battle cry
  • ai warns others about traps, about enemies etc
  • can ask any npc about some topics (class, surrounding areas)
  • order ai to pickup items from dungeon
  • AI_Shout should work on units that lie on ground
  • different character flags (crazy, greedy, devoted, treacherous, lavish, simple minded, vicious)
  • react to player taking out weapon
  • picking up items from ground
  • cheating on gold divide
  • wandering around like in gta (units don't spawn everywhere, but only near players)
  • unit profiles (0-100 to use potion, 0-100 brave, etc)
  • CanSee working inside buildings, colliding with terrain (use bullet physics)
  • ai yield to hide weapon

Heroes

  • heroes move around & respawn like in genjiworlds
  • hero gives player/ai team potions when hurt and have no potions
  • npc teams generating news, doing quests
  • heroes going to shop and talking
  • hero preference profiles (warrior can be swordman, axeman, shieled, bower, light(light armor/bow/any weapon), medium=(medium armor/bow/any weapon/shield))
  • after entering city ai goes to shop to sell items, buy new etc
  • when attitude is low npc will abandon team (can try to stay outside of combat and kill party when they are hurt)
  • reuse heroes, meet them in different locations
  • heroes characters
    • dislike/hates orcs - won't join if orc in party unless persuaded, leave/attack when recruited gorush unless persuaded
    • lone wolf 1/2/3 - higher persuade required to join the bigger party size is
    • greedy - more gold to recruit, takes more gold from findings
    • drunkman - buys alcohol & drinks it all the time

Dialogs

  • ai talking about contest/tournament
  • ai telling player to wear something if naked
  • npc talking about news
  • dialogs between npc when they share items

Pathfinding

  • max steps in FindPath
  • when pathfinding don't lead to point try to get as close as possible
  • better pathfinding http://www.gabrielgambetta.com/path1.html http://www.policyalmanac.org/games/binaryHeaps.htm
  • better unstuck (phase currently works only for team npc), they shouldn't stuck in first place!
  • pathfinding priorities (for heroes higher, for bosses higher too), can less often check for new path
  • better auto_talk, unit can spawn on other side of level and find path to nearest player (currently it uses distance)
  • better join global and local pathfinding (np idzie od razu do ostatniego celu w lokalnym jeśli się da a nie podcelów, zaokrąglanie)
  • limit search in FindPath
  • better escape - not just running back - coordinate with group controller where is best place to escape

Combat

  • ai dodges and blocks bullets
  • ai don't move like crazy in combat
  • ai move around enemy in combat
  • ai keep bow ready to shot until target is in hit range
  • better ai movement to placement to shot from bow
  • ai allow half power attack, use stamina at same point as player (on release, not start holding)
  • ai modes - dexterious - move around, jump back; shielder - block attacks
  • ai priority in combat, hate to type (first attack trolls or mages)
  • AIGroupController
  • when casting spells/shooting take target size in calculations
  • using frustum to decide if enemy see player/target
  • hearing footsteps etc
  • npc heroes using actions
  • group ai - some archers should block enemy, others shoot
  • archer/mage should try to move to better position where line of sight is blocked
  • heroes use actions
  • ai, run to alert other npc

Team

  • trading between npc
  • don't spend all money on single powerful item, currently ai will buy 100k gold item and don't have any gold for armor/potions etc; same thing with team shares
  • GetBetterItem allow change weapon/armor type (require hero profiles, otherwise warrior will always use first armor)
  • IsBetterItem based on other things then raw damage/defense for weapon/armor
  • priorities for buying items (hunter - bow, defender - armor/shield, fighter - weapon etc)
  • better team shares (currently bow will be taken by first unit, not by one that needs it's most)
  • fair gold split system
  • order ai to follow other unit, protect it
  • team share npc sells items to npc dialog
  • team shares retry to old items
  • selling items in city after enter

Tomash667 avatar Aug 08 '17 08:08 Tomash667