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Old June 25, 2009, 21:50   #28
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Originally Posted by zaimoni View Post
DFOV indeed would not let either o or y provide cover for anyone. The gameplay effects of this are indeed pervasive.
Thanks for reviewing V's current project_path() algorithm; I think it's a good place to start talking about projectile paths. It wasn't clear to me that DFOV would have to work any particular way which is why I posed the question.

I can imagine using the current project_path() algorithm but just skipping blockages by walls. I can also imagine either skipping both o and y (as you indicate) or various probabilistic approaches (e.g. where y and o both have a 50% chance of blocking the arrow).
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