Extending the tactical AI to check resistance/immunity

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yufra
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Extending the tactical AI to check resistance/immunity

#1 Post by yufra »

I have attached a patch that updates all the talents to provide resistance and status (pin/confusion/etc) information to the tactical AI. If you use it please let me know if you encounter any Lua errors or weird behavior with bosses (and other tactical AI users). Cheers!
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0001-Updates-damage-resistance-and-status-immunity-checks.txt
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yufra
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Re: Extending the tactical AI to check resistance/immunity

#2 Post by yufra »

And here is a second patch implementing an idea from tiger_eye. It adds a CURE tactical option for removing detrimental effects, for example wild infusions.
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0002-Added-a-CURE-tactical-option-for-removing-detrimenta.txt
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darkgod
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Re: Extending the tactical AI to check resistance/immunity

#3 Post by darkgod »

Yay :)
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Re: Extending the tactical AI to check resistance/immunity

#4 Post by Final Master »

This is cool; but could potentially be much cooler if most npcs had access to a wider range of talents [aka multiple damage types]. Just saying ;) :twisted:
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yufra
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Re: Extending the tactical AI to check resistance/immunity

#5 Post by yufra »

Yes, I completely agree that this is mostly useless if for example you only have physical damage abilities. One caveat I should be upfront with is that currently the melee talents are not handled very well. For example, a melee talent currently checks the main-hand weapons damage type, but does not check the off-hand weapon/shield damage type or for any damage on hit on either weapon/shield.

A second problem is in the case of complete resistance. If the tactical AI only has physical damage talents and is faced with an opponent with 100% physical resistance it will not attack. I think fixing the first caveat would remove most of these problems, since 100% resistance will be achieved only in the late game (if ever) and weapons will always have egos then. Thoughts?
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darkgod
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Re: Extending the tactical AI to check resistance/immunity

#6 Post by darkgod »

The player probably will never have 100 phys resist, if such is the case I consider it a bug
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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yufra
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Re: Extending the tactical AI to check resistance/immunity

#7 Post by yufra »

tiger_eye spotted a bug in the CURE code, the patch against SVN4650 is attached here.
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cure_typo.txt
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Grillkick
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Re: Extending the tactical AI to check resistance/immunity

#8 Post by Grillkick »

This is somewhat related- you know, I remember the moment that roguelikes really intrigued and amazed me. It was ~17 years ago in Nethack when I first saw a goblin pick up a weapon and equip it because it was better than what he had. Then! I saw a creature pick up a wand and zap lightening at me! That was when I truly had a sense that these were really simulated, intelligent creatures in the game, regardless of how straight-forward that A.I. code was.
I would like to see intelligent monsters be able to do this in the game. Alongside this ability to check resistances, it would definitely give the mobs more options. Not only that- its just plain *cool*.

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