deestar12 / keeperfx

Automatically exported from code.google.com/p/keeperfx
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newdig: Computer Player to use traps/doors correctly #645

Open GoogleCodeExporter opened 8 years ago

GoogleCodeExporter commented 8 years ago
Attached a testcase for r1889 and r1891.

The CP should use traps/doors prudently. In r1892 he seems to go a bit 
overboard with traps and doors.

Original issue reported on code.google.com by Loobinex on 16 Jul 2015 at 11:42

Attachments:

GoogleCodeExporter commented 8 years ago
Well, it seems like it stops placing traps and doors quite quickly which I 
presume is the problem you refer to. Based from the wording in the report, I 
expected it meant "placed too many" (it is intended to have no upper limit at 
the moment beyond legal positions to put traps, rather selling must be reworked 
so that if the limit is reached it will sell everything).

Original comment by eatpajdi...@gmail.com on 17 Jul 2015 at 12:04

GoogleCodeExporter commented 8 years ago
Never mind, this mind be some restart of map issue, or otherwise slow start 
resolving itself by waiting. Point remains, I don't think it's in itself bad to 
max the amount of doors and traps, other than for "feel". One obvious way of 
doing would be to let a maximum allowed density of traps/doors be configurable 
so that defensiveness and aesthetics can be chosen between.

Original comment by eatpajdi...@gmail.com on 17 Jul 2015 at 12:28

GoogleCodeExporter commented 8 years ago
It will break the game. Play with 2 or 3 rival players and you will quickly 
reach the thing limit.

Beyond that, if you have to face a keeper with long hallways filled to the 
brink with doors and traps it is not really fun. Every single open tile it had 
it placed doors.

Original comment by Loobinex on 17 Jul 2015 at 12:52

GoogleCodeExporter commented 8 years ago
Good point.

I will go and play test as soon as I've fixed more bugs, and after that I 
should hopefully have some idea on how to reduce it.

Original comment by eatpajdi...@gmail.com on 17 Jul 2015 at 11:52