quote:
Originally posted by Fieari:
[QB]It's not impossible, it's just non-trivial, and potentially CPU sucking. It requires an entirely separate connectivity map. You also can't simply assume outdoor movement only. And elephants certainly wouldn't be the only thing needing multiple tiles. The Balrog, for instance, would need it, as would dragons, both of which DEFINITELY require pathfinding.
I acknowledged this in my post, which I assume you must have missed.
quote:
"Giving chase" itself requires pathfinding.
The short answer is, "yes".
The long answer is, "sort of". A basic "dumb" chase procedure is something like this:
-Get current location of entity being chased.
-Find shortest straight-line path to entity being chased.
-Figure out which adjacent tile is closest to that path.
-If the tile is passable, move into it. If not, find the next closest adjacent tile.
-Repeat until some end condition is met (entity passes out of sight, chaser loses interest in chase, entity or chaser is killed).
NB. A check for "stuckness" goes in there somewhere with instructions on what to do in the event of becoming stuck.
This is quite different from intelligent pathfinding, i.e. "I want to get from this dining room to that magma forge, which way should I go?"
I already acknowledged that intelligent multi-tile entities require more work. I still suspect that the issue with multi-tile mobiles is a structural one rather than a computational one.