CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Multi-tiled monsters? #41087

Closed martinrhan closed 1 year ago

martinrhan commented 4 years ago

Is your feature request related to a problem? Please describe.

I think some monsters are very large that they should be occupying more than one tile, like vehicles. It is not sensible that any monster whether how large it is can fit into a door as well as a human. This thing is especially unrealistic in dino mod. Besides, driving vehicles to kill monsters seems so simple. Whatever thing can be smashed with a vehicle with a high speed. A large enough monster can act like a buiding or vehicle that won't be easily destroyed. Further more, making multi-tiled monster available in game allows existance of super giant creature, imagine a hostile enormous being devastating the city, haha.

Describe the solution you'd like

Maybe we can utilise codes about vehicle, make something similar.

Describe alternatives you've considered

N/A

Additional context

This thing sounds tricky, any one would like to do it? I don't want to spend time study another piece of not familiar code, but if no one doing it I will do it my self

cirops commented 4 years ago

Looking at the creature code, that would be a nightmare to implement and maintain. I think a "tile" is a more abstract thing than just say, 1.5mx0.5x..., being defined as "as big as it has to be". So to separate your remarks:

I think some monsters are very large that they should be occupying more than one tile, like vehicles.

I think they're not gonna do that at least because of technical limitations.

It is not sensible that any monster whether how large it is can fit into a door as well as a human.

This could be modelled by, for example, a flag which says the monster is too huge to fit into a door, car door, window or something, and would try to force entry, possibily damaging or even destroying the structure in the process.

Besides, driving vehicles to kill monsters seems so simple. Whatever thing can be smashed with a vehicle with a high speed. A large enough monster can act like a buiding or vehicle that won't be easily destroyed.

I think the dynamics of vehicle collision are a work in progress, and although I'm not sure what we'll end up with, it seems to me that taking the bulk of the collided object into account, as well as the bulk of your vehicle, makes sense and is currently partially being modelled, although this is a very hard system to model well.

As an aside, for RP purposes, the are actually multi-tile graphics for some huge creatures, so at least we have that.

Hirmuolio commented 4 years ago

The feature that allowss cars to tow other vehicles kind of turns vehicles into very limited creatures.

Probably the easiest way to get multi tile creatures would be to make vehicle creatures.

martinrhan commented 4 years ago

Thing cannot be attained in one step, maybe the first step is to make hostile auto vehicles.

stale[bot] commented 4 years ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not \'bump\' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

stale[bot] commented 4 years ago

This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it

actual-nh commented 3 years ago

Now in a project, so should not be stale.

actual-nh commented 3 years ago

@LyleSY: Sorry, didn't realize that would happen with the project categories...

LyleSY commented 3 years ago

No worries, good catch

github-actions[bot] commented 1 year ago

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not bump or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.