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Improving Xiaolin Wu path finding w/ change factor #4521
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Improving Xiaolin Wu path finding w/ change factor #4521
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credits to dc: |
@ranisalt @nekiro @MillhioreBT review pl0x |
Did you try that in RL or your own server? It makes more sense that the range of throwable events matches a more cone-shaped one... for reference: Edit: please also note that pre-1.4.2 this was the default behavior. It was working as displayed in OP (post-fix) meaning you could throw mwalls neighboring the initial one in both axis. |
This is a known >bug< in Tibia for ages. I very recently wrote a lengthy response on Reddit to someone who noticed the same in Cipsoft Tibia. We tried to fix this in the past, but people grew so used to it that they do not want it to be fixed. |
perhaps we could add it with a config.lua option with default value the "buggy" behavior? |
It's a matter of preference which behaviour of mw you want in your server. Wu algo is 1:1. Old tfs also is known from 8.6 servers and there are also 8.0 players who preferred old asymmetric sightline (same as old tfs but one ray only) for pvp purposes. @tornadia test was taken on Bona, Venore depot, east exit. |
Interesting opinions in this thread.
I agree with @EPuncker ''s post. I will add it to the PR, in case it should be reviewed and merged. I believe it's a good idea to keep cross compatibility with both preferences, and more appealing considering our userbase. If they (the unmentionable ones) do not want to fix broken functionality, good. And, good for them. But we should allow this software's users to decide if they want to |
I would rather have a compile-time switch, to avoid paying the cost in runtime. It's not like people will change this a lot. Wdyt @EPuncker |
sounds better |
That's not very friendly for binary distributions :/ |
I agree @ranisalt those little checks will add an extra delay to everything related to line of sight, especially on expansive spells. Plus it looks ugly. This seems more like a change for: Nekiro Downgrades |
How so? Just need to provide 1 binary distro with the default, being zbizu's original. |
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In general, I don't like this PR.
and not because of the behavior of the old tibia vs the new one.
if not rather those checks within the line of sight calculations.
Uh-huh. It's not old XXX vs new XXX, it's how TFS used to work and how it works now, more accurately depicting the gameplay sought after by the 1:1 experience playerbase. It was fixed by zbizu and now it's being re-added for people who will it or not.
As I mentioned before, with compile time variables it will not be an issue. I will address your reviews now, thanks for finding those issues and bringing them forth. |
@tornadia definitely B |
@tornadia there is no need to adjust cmake settings, this can be put in definitions.h |
@Zbizu ok I will see if I add that. |
AOE spells are passing through the walls with this changes.. original2: |
Pull Request Prelude
Changes Proposed
Improves upon the path finding algorithm used by Zbizu in PR#3487, i.e. commit 7aa016fdf60bbd7916199d8674872e3a8ad05e18.
Issues addressed:
Initially mwalls positioning, but also throw items sight clear. For reference:
Broken:
https://github.com/otland/forgottenserver/assets/32970897/86ad27c6-d727-4284-9e85-58d65cbbc15e
Fix:
https://github.com/otland/forgottenserver/assets/32970897/029aa5d8-e090-407c-b7cc-51f10e1e17fe
https://github.com/otland/forgottenserver/assets/32970897/eb461fd9-c3fd-4ec5-ab56-011a852cceff