[Ohrrpgce] SVN: james/12702 Implement very simple (random) hero AI for when a hero should attack aut

James Paige Bob at hamsterrepublic.com
Wed Jan 26 17:55:09 PST 2022


Those are excellent suggestions! And I'll fix my mis-use of valid_for_ai
also.

I think calling update_battle_menu() sounds like a good idea, and maybe we
could consider it a bug that it doesn't get called each turn when a hero is
under player control




On Wed, Jan 26, 2022 at 9:14 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

> Fun! It can be expanded in various directions later. We could have a
> setting in each spell list (or even each spell list slot) to say whether
> the spell list/slot should be used by hero AI.
>
> I see some bugs in the battle menu code though.
> You don't actually use valid_for_ai for anything! "WITH
> *bspr.batmenu.items[randint(choice_count)]" is wrong.
> You forgot to check .disabled, and it ignores .check_costs_as_weapon
> (which is misnamed and has dubious effect), however currently .disabled is
> only updated and .check_costs_as_weapon is only applied in
> update_battle_menu(), which is called from inside battle_display() and
> apparently is not called when a hero is under player control. I think maybe
> you intentionally didn't want to use update_battle_menu, but only that
> checks tag conditions, and I don't see a reason to duplicate that code in
> update_battle_menu.
>
> Since valid_for_ai is a vector, you could just use v_remove to delete
> options that fail atkallowed, and stop when none are left, then you can do
> away with 'safety' entirely.
>
>
> On Sun, 23 Jan 2022 at 04:22, James Paige <Bob at hamsterrepublic.com> wrote:
>
>> Right now the hero just randomly picks any regular attack.
>> I do plan to support picking from spell lists also
>> I have no plans to support item use in automatic attacking mode
>>
>> I intend to keep hero AI very simple. I might add a mode that only ever
>> uses the first valid attack, since I can see that being handy for cutscene
>> battles, but any really fancy hero ai (like if ally hp is low, then use
>> healing, or conserve MP if enemies are weak) will have to wait for
>> battlescripting
>>
>> Also, known bug with both player controlled enemies, and auto controlled
>> heroes is that they screw up the "ESC to go back" feature in turn-based
>> battle mode. I'll find a fix for that soon though.
>>
>>
>>
>> On Sat, Jan 22, 2022 at 10:14 AM <subversion at hamsterrepublic.com> wrote:
>>
>>> james
>>> 2022-01-22 07:14:27 -0800 (Sat, 22 Jan 2022)
>>> 82
>>> Implement very simple (random) hero AI for when a hero should attack
>>> automatically
>>> ---
>>> U   wip/bmod.bi
>>> U   wip/bmod.rbas
>>>
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