thatismatt/mugoar

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Mugoar - by Matt, Orson & Guinny

To Do

Terrain/Map

  • [ ] draw terrain features

Path Finding

  • [ ] cost fields for permanent (terrain) features
  • [ ] account for unit width somehow, e.g. can’t move diagonally if horizontal & vertical neighbours are impassable
    • cost fields could be per unit width
  • [ ] dynamically recalculate integration & flow fields as units move
    • flow fields could be lazily calculated - they only depend on the integration field
  • [ ] flow field directions should account for empty space i.e. more direct heading
    • see LOS (line of sight) Pass in Game AI Pro 23.6.2
  • [ ] expire old flow fields

Interaction - Mouse/Keys

  • [ ] choose entity action depending on what is at pt e.g. attack vs move
  • [ ] mouse scroll to zoom
  • [ ] mouse click & drag to move around map

Vehicle Commands

  • [ ] support different command types
  • [ ] patrol
  • [ ] attack

Units

Buildings

  • [ ] power-station
  • [ ] mine

Vehicles

  • [ ] artillery

Bugs

  • [ ] units can overshoot destination, especially for slow frame rates
  • [ ] clicking outside the map can crash the game

Rear View

cost fields for dynamic (vehicles)

use flow fields for unit movement

  • lookup intermediate points en-route to command points
  • calculate flow fields on demand
  • units use flow field to move to next destination

use cost fields when calculating the integration field - don’t just exclude them

proper isolation nav open & close states as a nav request

turn nav-debug in to an “overlay” i.e. independent from the notion of level

encapsulate access of state.world.physics in core & nav, :getRect & :queryRect

proper static cost field

  • not just some random cells

Contributors

thatismatt

Issues