[Ohrrpgce] SVN: james/10193 Add a .by_user member to the HeroPathing object and use it to distinguis

James Paige Bob at hamsterrepublic.com
Tue Mar 27 07:42:37 PDT 2018


On Mon, Mar 26, 2018 at 5:40 PM, Ralph Versteegen <teeemcee at gmail.com>
wrote:

>
>
> On 27 March 2018 at 13:26, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Monday, March 26, 2018, Ralph Versteegen <teeemcee at gmail.com> wrote:
>>
>>> I'm a bit concerned by:
>>>
>>> +   IF rank = 0 ANDALSO gam.hero_pathing(rank).by_user THEN
>>> +    'Only the leader activates NPCs, and only when doing built-in user
>>> pathing
>>>
>>> Other commands for scripted hero movement don't have any affect on
>>> touch-NPC activation. And I assume pathing a touch-activated NPC past the
>>> hero doesn't prevent its activation either. Why should hero pathfinding be
>>> exceptional? If people don't want touch activation to occur, they could
>>> explicitly suspend that activation instead*.
>>> And anyway, you only disabled the touch-NPC-activation check in
>>> update_hero_pathfinding, but didn't disable the check in the NPC movement
>>> code.
>>>
>>>
>> No need for concern, actually :) That code you quoted there actually has
>> nothing at all to do with touch NPC activation. That is "use" NPC
>> activation when using mouse/touch controls.
>>
>> It happens to strongly resemble touch activation, but is a separate
>> thing. I can add a comment there to clarify that.
>>
>
> Ah, whoops!
> Right, so clicking on an NPC activates it, but the scripted equivalent is
> to write
>   hero chases npc(me, npcref, true)
>   wait for hero
>   # Should maybe test if the NPC was reached and still exists
>   use npc(npcref)
> A builtin script to do all of that might be useful.
> One thing worth considering is the ability to emulate builtin controls
> with script commands. For example suppose you have a minimap on the screen
> and want clicking on it to work the same as clicking on the map.
> Unfortunately there are all these exceptions in which scripted pathing
> differs from user-caused pathing. Maybe extra options to set by_user = YES
> would be useful. Not that important though.
>
>

Yes, I was actually considering an option to simulate user-triggered
movement. I haven't decided if it should be an extra argument to the
regular commands, or a separate pair of commands


>
>>
>>> * In fact, there is no command to suspend NPC activation, except for
>>> "suspend obstruction" and "set npc usable"! The lack of a "suspend npc
>>> activation" command is a pretty huge oversight.
>>>
>>
>> That is something I ought to add. Thanks for the reminder :)
>>
>>
>>>
>>> On 27 March 2018 at 11:15, <subversion at hamsterrepublic.com> wrote:
>>>
>>>> james
>>>> 2018-03-26 15:15:12 -0700 (Mon, 26 Mar 2018)
>>>> 217
>>>> Add a .by_user member to the HeroPathing object and use it to
>>>> distinguish between built-in user pathing and scripted hero pathing
>>>> Options to cancel pathing on textbox, menus, and battles only apply
>>>> when .by_user = YES
>>>> ---
>>>> U   wip/game.bas
>>>> U   wip/game.bi
>>>> U   wip/game_udts.bi
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>>>
>>>
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