ZeroK-RTS / Zero-K

Open source RTS game running on the Spring/Recoil engine
https://zero-k.info
GNU General Public License v2.0
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Check arty unit AI vs units on spires (incl. radar wobble) #4157

Open sprunk opened 3 years ago

sprunk commented 3 years ago

Apparently a Crab on a spire causes most units to fail to shoot and come under the spire. PetTurtle and chaplol might know more.

image image

There is a claim that this may be because the crabe is in a weird spot on the far side of the spire, due to radar wobble: image

ghost commented 3 years ago

Here's a gif of the wobble at 20x: https://imgur.com/ZhMzeSG

I watched this for an hour's worth of gameplay to see if the radar wobble would ever make it to the center of the spire -- not even once. Tested this by changing the angle of the camera to be perfectly-downward and zoomed into the spire. The hill was made by using the raise/lower terraform and moving the mouse up a bit. Nothing fancy.

Sprang mentioned on discord that the wobble has an elmo change rate of 20z and a 100x/y. Which I think means that if the spire is sloped like this, the radar wobble will never make it all the way to the top. This could be cheesed by having a nearly vertical spire to make impalers/snipers/etc miss 99.999% of the time rather than 95% of the time if the spire had a less steep incline (like from a cone spire)

An easy fix could be that once the unit is scouted, and we know that the unit is a stationary unit, then the wobble should only move across land and never have a z-axis above land. I realize that's not exactly a mechanic of radar, but... I also think that robots should have at least some object permanence and can recognize that a land unit wouldn't fly into the sky.

ghost commented 3 years ago

Just throwing this out there -- maybe would be a good use-case for the advanced radar?

sprunk commented 3 years ago

Possibly a duplicate of #2955