Opened 14 years ago
Last modified 8 years ago
#563 closed enhancement
Improve Animal AI — at Version 6
Reported by: | Badmadblacksad | Owned by: | |
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Priority: | Should Have | Milestone: | Alpha 4 |
Component: | UI & Simulation | Keywords: | ai, animal |
Cc: | Patch: |
Description (last modified by )
We have passive, idle, and skittish.
Add violent, aggressive and defensive behaviors to animalAI.js
Possibly generalize the code so it can be applied to opponent AI (#707)
Change History (7)
by , 14 years ago
Attachment: | animalAI.patch added |
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comment:1 by , 14 years ago
Keywords: | review removed |
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comment:3 by , 14 years ago
Milestone: | → Backlog |
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comment:4 by , 14 years ago
Milestone: | Backlog → Alpha 3 |
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comment:5 by , 13 years ago
Milestone: | Alpha 3 → Alpha 4 |
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comment:6 by , 13 years ago
Description: | modified (diff) |
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Priority: | minor → critical |
Summary: | AnimalAI → Improve Animal AI |
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Thanks, this looks good. My only concern is the growing duplication between AnimalAI and UnitAI - that was originally my fault, and this increases it, and we'll need more once players can capture units and give them move orders. Unless I'm missing some major problem (or some nicer way to manage the complexity), I think it'll be better in the long term to merge the animal behaviour into UnitAI (probably as an extra state group alongside FORMATIONCONTROLLER/FORMATIONMEMBER/INDIVIDUAL) so it can share all the basic functions. Applying this patch will add some complexity and make it harder to merge later, so I'd prefer them to be merged first.