wowgetoffyourcellphone 6.394 Posted January 25 Report Share Posted January 25 (edited) Seems like at some point ranges have been changed back to center distance from edge distance? Edited January 25 by wowgetoffyourcellphone Quote Link to post Share on other sites
Stan` 7.017 Posted January 25 Report Share Posted January 25 They have by @wraitiibecause it broke enemy unit detection EDIT: https://code.wildfiregames.com/rP24776 1 Quote Link to post Share on other sites
wowgetoffyourcellphone 6.394 Posted January 25 Author Report Share Posted January 25 49 minutes ago, Stan` said: They have by @wraitiibecause it broke enemy unit detection EDIT: https://code.wildfiregames.com/rP24776 So, what uses edge distance and what uses center distance? Auras and UnitAI uses center distance detection, while BuildingAI uses edge distance for defensive arrow range? Quote Link to post Share on other sites
Stan` 7.017 Posted January 25 Report Share Posted January 25 Yeah so the problem it fixed originally is somewhat reversed from what I understand (e.g. towers with the same range as units, will be able to shoot farther than said units). Quote Link to post Share on other sites
wowgetoffyourcellphone 6.394 Posted January 25 Author Report Share Posted January 25 4 minutes ago, Stan` said: Yeah so the problem it fixed originally is somewhat reversed from what I understand (e.g. towers with the same range as units, will be able to shoot farther than said units). I think BuildRestrictions/Distance/MaxDistance and MinDistance should be edge-detected. Quote Link to post Share on other sites
Stan` 7.017 Posted January 25 Report Share Posted January 25 Maybe, at least they use that code. Quote Link to post Share on other sites
wraitii 1.455 Posted January 25 Report Share Posted January 25 Hey, yeah we tweaked some things around because I noticed that UnitAI range checks where breaking, and LOS uses center-to-center (as you well know) for now, so we need to match it. Here's how things stand: Alert Raise is edge-to-edge Auras use center-to-center again - the reason is mostly Nescio's concern that edge-to-edge gave too big an effect to structure size BuildingIA is edge-to-edge (so building arrows) BuildRestrictions use center-to-center again - the reason being again that structures sizes can vary, and I didn't find either particularly better. To be honest, since buildingAI is edge-to-edge, it might make sense to change that one again Gate range is edge-to-edge TriggerPoints are edge-to-edge Collision detections for arrows is edge-to-edge UnitAI is center-to-center 1 Quote Link to post Share on other sites
wowgetoffyourcellphone 6.394 Posted January 25 Author Report Share Posted January 25 36 minutes ago, wraitii said: BuildRestrictions use center-to-center again - the reason being again that structures sizes can vary, and I didn't find either particularly better. To be honest, since buildingAI is edge-to-edge, it might make sense to change that one again This is how I noticed it. DE has Market Stalls that have to be built within 30 meters of a Market. I was playtesting something and noticed that all of a sudden the Market Stalls had to be built much closer than before. Could you consider changing that back to edge-edge (A24)? Build Restrictions made sense to me being edge to edge, while auras could be a toss up (too many edge cases, perhaps auras could have a line of code in the aura json where you can choose edge or center emanation; A25, lol). Quote Link to post Share on other sites
Nescio 1.514 Posted January 25 Report Share Posted January 25 13 hours ago, wraitii said: Here's how things stand: Proper edge to edge or distance to circle around the obstruction? And heal (as in healer), territory influence, and vision ranges? Since only the middle part of gates is passable, I'd say centre to centre makes more sense for gate detection range. Quote Link to post Share on other sites
wraitii 1.455 Posted January 25 Report Share Posted January 25 31 minutes ago, Nescio said: Proper edge to edge or distance to circle around the obstruction? I'm not sure what component you're referring to here? Quote And heal (as in healer), territory influence, and vision ranges? Those are all center-to-center, because, respectively: - healing range is handled in unitAI - territory influence is handled in its own component doings its own thing - I believe it's centre-distance. - vision range is LOS, which is handled center-to-center, hence the 'popping' of structures when exploring. Quote Since only the middle part of gates is passable, I'd say centre to centre makes more sense for gate detection range. The problem is that large units might not open the gates (they'd have to be very large, but not unfathomably so). I prefer to keep it consistent for those with edge-to-edge. In practice, this remains a "circle around the obstruction", so this just accounts for possible visitor-size, it doesn't really change the range. And for once, making it larger/smaller depending on gate-size is probably a good thing. Quote Link to post Share on other sites
Nescio 1.514 Posted January 25 Report Share Posted January 25 3 minutes ago, wraitii said: The problem is that large units might not open the gates (they'd have to be very large, but not unfathomably so). I prefer to keep it consistent for those with edge-to-edge. In practice, this remains a "circle around the obstruction", so this just accounts for possible visitor-size, it doesn't really change the range. And for once, making it larger/smaller depending on gate-size is probably a good thing. e.g. rome/siege_wall_gate.xml has: <Obstruction> <Obstructions> <Right width="11.5" depth="5" x="12.25" z="0"/> <Left width="11.5" depth="5" x="-12.25" z="0"/> <Door width="13" depth="5" x="0" z="0"/> </Obstructions> </Obstruction> 1 Quote Link to post Share on other sites
gameboy 177 Posted January 26 Report Share Posted January 26 @wraitii Quote Link to post Share on other sites
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.