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Waterdeep detours
Waterdeep detours












There are two problems that need to be solved: For example, an extra cost associated with exposure could be added when the agent wishes to find a path that avoids the player, by doing raycasts in the A* callback that calculates costs. In addition, extra costs can be calculated at run-time. These link modifications will need to be serialized to support load/save. Link.DestinationDanger will be calculated as the game runs (initially it is 0) - for example whenever a character dies each link going into the death node will have its DestinationdangerCost incremented by 1, This would mean that pathfinding by an agent with Agent.DangerCost = 100 would prefer paths up to 100m longer (assuming no other path cost differences) to avoid this death node. True/false - indicates if the agent can swim.Īll the link properties except for Link.DestinationDanger will be calculated when the triangulation is generated. The following properties need to be associated with each link:

waterdeep detours

This means that the link cost needs to be calculated at run-time by combining the inherent link properties with the agent properties. We want to use the same navigation graph for different kinds of agents. The latter is what needs to be determined.

waterdeep detours

the link-length multiplied by a relative cost-per-unit-length. In general the cost of a link will be given by the product of these two factors - i.e. However, the same agent might reach a different conclusion if he was leading a convoy containing vehicles. The properties of the pathfinding agent in relation to the properties of the link - for example a stealthy agent might evaluate a link passing through trees as having a lower cost-per-unit-length than one passing along a road.

waterdeep detours

The properties of the link, including how long it is.In general the cost of a path link connecting two graph nodes should be determined by two things: For example, the cost of traveling between two road nodes is scaled by a factor of 0.1 so that road-traveling agents have a strong preference for finding road-based paths.

#Waterdeep detours code#

simple code changes are needed to extend the current system) for the requester modify these distance-based costs. However, the A* implementation makes it easy (i.e. The cost of a path is given by the sum of the costs of the links that make up that path.Ĭurrently the cost traversing a link in the navigation graph is normally simply the physical (3D) length of that link. The pathfinding system uses A* to find minimal-cost paths.












Waterdeep detours