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#1 |
Knight
Join Date: Jun 2008
Posts: 593
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Line of sight
I still don't understand why *bands handle line of sight the way they do. The simplest, and most sensible thing to do, IMO, would be to make anything visible targetable. Until recently I assumed this was prevented for some vague benefits to the game's tactics. Then I played a few games of Crawl, which has better tactical depth and visible=targetable.
Is it just tradition? Preservation of hockey-stick/antisummon corridors?
__________________
Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#2 |
Knight
Join Date: Apr 2007
Posts: 590
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Even with the recent advances (Tyrecius' Permissive Field of View, RGRN/Roguebasin), I had a very noxious time implementing projectable==visible in Zaiband. (There are a couple of asserts that are disabled, as they are empirically harmless to fail.)
Basically, V's line-of-sight calculations correspond only to what looks good; there's no paths behind it in the current implementation. The flag that is supposed to provide paths according to line-of-sight was never implemented, even though it looked like a good idea in 1997(?). |
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