NPC AI Issues [0.3.4]

14 replies [Last post]
Posts: 180

I've had this occur to me before. Basically when a npc hits a wall on the edge it walks into it and "jumps" back and does it repeatedly.

Video Link:
http://www.sendspace.com/file/dg5ir6

Not sure if this is fixed in the SVN or not.

Posts: 1691

Inf3rnal wrote:
Not sure if this is fixed in the SVN or not.

Nope. I don't touch the AI much, and I didn't write the top-down AI (that is Aphro's work).

Posts: 531

I can't seem to recreate this, at least not with the latest svn version. The AI is probably not at fault though as it's just a following algorithm, it just changes direction of movement depending on its target position, doesnt set positions directly. Could be an issue with collision? Although like i said i cant recreate it D:

There are 10 types of people in this world - Those who understand Binary and those who don't.

Posts: 1691

I have never even tested the top-down AI before (I usually just check to make sure it builds then switch back to Debug), so I'll be of no help.

JasDonor
Posts: 111

I'm unable to recreate this issue using TopDown 0.3.4 with the ai_id set to 1. Haven't tested any other ai_id. Are there any?

Posts: 531

There might be in 0.3.4 but not in the latest svn, took it out as it never got tested that much (even by me) and i didn't see the need for it. It would be aiid 2 if it's still there.

There are 10 types of people in this world - Those who understand Binary and those who don't.

JasDonor
Posts: 111

aPhRo_ wrote:
There might be in 0.3.4 but not in the latest svn, took it out as it never got tested that much (even by me) and i didn't see the need for it. It would be aiid 2 if it's still there.

If there's no need for the ai_id, how should we switch between AI?

Posts: 1030

He meant the second experimental AI, not the ai_id column.

JasDonor
Posts: 111

Skye wrote:
He meant the second experimental AI, not the ai_id column.

Second experimental AI?

*Note: Just now able to reproduce the same issue.

The little Slimes hit the cliff and bounce back just like the guy in the original video. The white rectangles show where I have walls set up and the player is well above and to the left, out of reach for those poor little Slimes.

Posts: 1030

Kinda off topic but isn't it easier to change the behavior of the collision with walls so the bottom bit of the sprite is blocked instead of having to "guess" where to put your walls so it looks like your character is standing just next to it? That's how DF did it in SVO, way easier to add walls, I just select the entire wall of the cliff.

As for the AIs, you'll either have to write your own because there are no real usable AIs in Netgore yet (at least not top down) or you'll have to wait until someone else makes some.

JasDonor
Posts: 111

The picture was only an abstract representation and not the actual implementation of the collision detection. There's no guessing going on here, just good ol' fashion bounding box collision detection.

If the AI wheel has already been invented, let's have it. I'm guessing the simple ones have already been completed, like drones or wanderers.

Posts: 1030

Yeah but they're too basic to be usable.

Posts: 531

Thing is, im pretty sure it's not the AI will take another look today Wink

There are 10 types of people in this world - Those who understand Binary and those who don't.

JasDonor
Posts: 111

What kind of test could be done to verify this?

Posts: 531

I'll probably edit the AI so
A) there is only one NPC
B) I'd then, once i got the bug to occur, play around with the AI code while it's running to see if i can see where it's happening.

There are 10 types of people in this world - Those who understand Binary and those who don't.