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AI #5015
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I run a small online game based on this code repository, a shard of a game from the UO era that was VERY similar to UO in almost all respects. Anyways, the way I addressed this problem was to use the "Diagonal" method described below: https://theory.stanford.edu/~amitp/GameProgramming/Heuristics.html This can be easily integrated by making methods such as CanFit() and CanPlayerFit() on Map.cs and then having a MapPath.cs that can help a Pathfinding module use A-star algorithm or others to compute legal paths to player. Rather than moving in a circle, the algorithm will regard the non-goal player as an obstacle and simply move around them as they would anything else. An alternative method and an easier, cheaper one is to allow the mobile doll to occupy the same space as the opposing mobile temporarily on the server, although that can create client side issues for many games! I would advise anyone doing this to simply extend the code as described above. |
It should already do what you describe. I wonder if this happens with the fixed A* changes on ModernUO. Should test it and see. |
issues with ai acquiring players if another mobile is in the path and they move through them they cannot step on that tile so they move in a circle until able to step on that tile.
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