Vigilantes > Resolved Bugs
[Resolved] AI hang: Melee enemy and enviromental object
Daithi:
They shouldn't attack if they will hit more of their own than the player - have you seen this happening?
Think there are some issues with the escape code. Will take some time to observe their behaviour and try to get them to more reliably escape the blast when trying to fix the bug. AP loss from wounds/status effect could be a contributing factor to them not escaping. Was planning on allowing the churchers to activate even if they can't get away, and the others to only activate if they can escape. That was the plan, but there was some reason I backed off from this.
If it's the last guy standing I guess it's debatable if it's going to be better to try and escape as they very likely have lower AP, and it usually only takes one bullet. Setting off the container is likely to cost the player an hour in healing. Will think about it though.
ushas:
--- Quote from: Daithi on January 26, 2018, 06:13:52 PM ---They shouldn't attack if they will hit more of their own than the player - have you seen this happening?
--- End quote ---
No. They seem to behave in [only activate if # of gangsters <= # of allies] manner or similar. Haven't deliberately tested though. For testing AI hanging tried some situations like 2 enemies and 1 ally.
My impressions are indeed very subjective, including about frequency. An example: Ray adjacent to a container similarly as in the picture above. Mafia guy starts his turn one tile away. He does one step, switches from hammer to HtH (which is neat as it saves ap), sets it off and... ends turn. I swear, wasn't distracting nor harming him in any way. The whole operation must cost 4AP. Maybe he gets something like 4AP per turn? Or from a statistical pov - concludes that shooting Ray has a too low CTH in comparison to sure blast damage? Dunno.
It can happen just haven't seen often. Recently have seen a church lady to set it off and run away from the aoe.
For the record, haven't looked at HP or other nuances. Why was thinking they do it to their detriment was mainly when one is sacrificing self or a comrade. It's a huge deal when a unit is rendered combat-incapable. They are initially more numerous, so looks worth for them to sacrifice when it can put down an ally too. However, if it happens just because an ally of full health was hugging a gas canister... Well, thanks it saves me AP, healing costs less than finishing an enemy, besides attacks can miss. Even when it deals more damage to more allies -> my guys are still in the battle while the enemy unit sure isn't. Depends on numbers and on queue, in some cases that ends worse for gangs too. I understand it's all highly situational and subjected to design and fun. Not at all trying to say how it should or shouldn't be. Only crudely evaluating. If you intended such identity for churchers, sounds pretty neat:) People are scared of those with low self-preservation... Their numbers may as well support this well.
Some example:
Healthy Sam and Emilia were harming Ivo. Raul decides to do something. Moves as highlighted on the left, sets off the container in HtH, then he moves to the tile at the corner (see on the right), then ends the turn. This one is interesting, not only he sacrifices Ivo but he also moves those two steps to stay withing the aoe.
--- Quote from: Daithi on January 26, 2018, 06:13:52 PM ---If it's the last guy standing I guess it's debatable if it's going to be better to try and escape as they very likely have lower AP, and it usually only takes one bullet. Setting off the container is likely to cost the player an hour in healing. Will think about it though.
--- End quote ---
You're a spot on with that. I only did comparison like 0% vs. ~1% chance to survive. When the battle is pretty much lost (such as was also the circumstance of Raul and Ivo), harming us strategically makes a good sense.
Daithi:
Thanks for the extra info. Going to look at this now.
Concerning the enforcer example, yeah, that's a dumb move. Targeting the object and running away would probably be the best move, given that he probably has 6AP, and would be a decent move if he had 7AP.
Agree on situational nature of setting off the objects. It's a subjective take, but for Raul and Ivo, setting off the barrel wouldn't have been bad if Raul hadn't decided to stand next to the barrel, which points to a clear logic in the code for generating an order to escape. Granted 1 man down (who probably would have died in next player turn), but it's 2x damage to player team, possibility of lost AP from wounds, AP cost of healing.
With you on the difficulty of evaluating how well these decisions work for the AI due to highly situational nature, but will start out by working on the obvious problem: the code to ensure they flee properly.
Daithi:
Subject to additional testing, the hang is fixed. Found an error in the escape code which certainly accounts for the Raul & Ivo issue, and potentially for the enforcer.
ushas:
Neat. Yeah, step by step approach is often the best. Am discussing too much at once here. Not that anything else must change.
As for Raul. It indeed felt like he's trying to escape just mixed left and right:) It wasn't really so bad move. He has a better cover over there. The blast damaged him a bit but my guys are much bigger threat than that, IF they will manage to land the hits.
A side note: Unfortunately not having the screen anymore, but IIRC it was Ivo to act after Raul. It means Raul could have attacked normally, then Ivo himself could activate the barrel and run away. Uff... think this is approaching the territory of AI guys talking to each other. Suspecting another can of worms on its own... What if Ivo chickens out and flees, etc... After all it's all about fun. Let's say am just overly concerned about rights of my enemies.
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