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Improve AI targeting #155

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2 tasks done
64kramsystem opened this issue Jul 26, 2022 · 4 comments · Fixed by #198 or #220
Closed
2 tasks done

Improve AI targeting #155

64kramsystem opened this issue Jul 26, 2022 · 4 comments · Fixed by #198 or #220
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good first issue Good for newcomers scope:small A small and well-defined task
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@64kramsystem
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64kramsystem commented Jul 26, 2022

Description

The AI of the current enemies is a bit too fuzzy - in some circumstances, it's even hard to make oneself killed (the enemies go around, but struggle to focus on the player).

  • Improve targeting
  • Choose one player to target (see comment), instead of going back and forth

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@64kramsystem 64kramsystem added the scope:undetermined Undetermined size, needs investigation label Jul 26, 2022
@64kramsystem 64kramsystem self-assigned this Jul 26, 2022
@64kramsystem 64kramsystem added this to the v0.0.4 milestone Jul 26, 2022
@odecay
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odecay commented Jul 26, 2022

Yeap, the "AI" right now was more of a "show off the animations and make sure our damage works" thing than something we will keep this way.

Currently all the AI does is select random player, then select a random point within a certain range of that player, then walk there. On arriving, the AI chooses randomly to either attack or wait for a few frames.

I think a good first step to improving the AI would be to change the way targeting works. Right now targets are selected randomly from the list of players, but a nice improvement would be to give enemies a range within which they will target a player, and have them select the player that is closest to them within that range as their target.

@odecay odecay changed the title Improve enemies AI to be at least a bit more focused 😄 Improve AI targeting Jul 26, 2022
@bors bors bot closed this as completed in 0160dc6 Aug 6, 2022
@zicklag zicklag reopened this Aug 6, 2022
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zicklag commented Aug 6, 2022

With #198 merged I think the only thing we'd want before closing this is having enemies pick the closest fighter to them to attack.

Right now if I have fishy and sharky stand at opposite ends of the course, the enemies kind of walk back and forth between the two of them a lot of the time.

@64kramsystem 64kramsystem removed their assignment Aug 6, 2022
@64kramsystem 64kramsystem added the scope:small A small and well-defined task label Aug 6, 2022
@64kramsystem
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With #198 merged I think the only thing we'd want before closing this is having enemies pick the closest fighter to them to attack.

Right now if I have fishy and sharky stand at opposite ends of the course, the enemies kind of walk back and forth between the two of them a lot of the time.

Makes sense. I'm unassigning myself and setting is as small scope, in case somebody would like to pick something easy. If nobody does, I'll come back to it 😄

@64kramsystem 64kramsystem added good first issue Good for newcomers and removed scope:undetermined Undetermined size, needs investigation labels Aug 6, 2022
@Zac8668
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Zac8668 commented Aug 10, 2022

I'll claim this, was already looking on the code about it and completed it.

@zicklag zicklag linked a pull request Aug 10, 2022 that will close this issue
@bors bors bot closed this as completed in #220 Aug 10, 2022
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