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Monster Pathing Fixes #7703
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Monster Pathing Fixes #7703
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Additionally, I would like to point out that removing dungeon generated triggers from monster pathing for all dungeon levels was done for 2 reasons:
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Perhaps trigger tiles should be allowed if they're next to the player? |
Taking away stair locking the butcher will make Ironman way harder. Already can barely shoot through grates anymore. |
Not sure I agree with expanding the trigger to more tiles. Seems like it might be a nuisance.
It absolutely will, and can be added to the list of other fixes that have made Ironman harder. |
I believe glebm was asking if monsters should be allowed to stand on the trigger tile if the player is next to it. Presumably because it would be awkward if they crowd around it without filling in. |
Completed |
The code looks good to me now. This will make the game more difficult but I think this is clearly a bugfix, so I'm in favour of it. |
Fixes some of the biggest issues with Monster pathing that are most obvious to the player:
The first fix prevents Monster pathing from recognizing Down Stairs, Up Stairs, and Town Warp Stairs as valid options as a part of the planned path.
The second fix gives the Butcher the smarter
AiPlanWalk()
function for figuring out the best way to the player, as well as refining how direction is obtained.RandomWalk()
is included as a fallback in caseAiPlanWalk()
fails.