Unvanquished / Unvanquished

An FPS/RTS hybrid game powered by the Daemon engine (a combination of ioq3 and XreaL)
https://unvanquished.net
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Bot skill budget difficult to maintain #2325

Open slipher opened 1 year ago

slipher commented 1 year ago

There are comments in sg_bot_skilltree.cpp like

    // aliens have 51 points to spend max
    // humans have 40 points to spend max
    float max = G_Team(bot) == TEAM_ALIENS ? 51.0f : 46.0f;

    // unlock every skill at skill 7

@necessarily-equal says that we should tabulate the maximum spend by hand because there could be predicates that enforce mutually exclusive skills. But that's a hypothetical case... how about we just not do that and thereby make our lives easier?

Besides that it's hard to understand how the budgets should be changed when adding a new skill.

DolceTriade commented 1 year ago

+1 !! I think the budgets being manual are probably bug prone when adding new skills

necessarily-equal commented 1 year ago

This should be a bit easier after now that https://github.com/Unvanquished/Unvanquished/pull/2324 is merged. This is the new version:

    // aliens have 61 points to spend max
    // humans have 40 points to spend max
    float max = G_Team(bot) == TEAM_ALIENS ? 61.0f : 40.0f;

I do have some doubts that just changing this number is doing the correct thing though. Just like I felt like having a different total was needed before, I feel like keeping the ability to manually adjust this is important, and will have to be done per team.

necessarily-equal commented 1 year ago

https://github.com/Unvanquished/Unvanquished/pull/2635 is an attempt to make this easier. Not sure if it's enough to fix this issue

necessarily-equal commented 1 year ago

Might be sensible to close this once https://github.com/Unvanquished/Unvanquished/pull/2737 is merged.