dwonderley / mookAI

If you encounter problems, please leave an issue or message me on the FVTT discord with the handle @Daveofwonders
MIT License
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Flanking priority? #1

Open apoapostolov opened 3 years ago

apoapostolov commented 3 years ago

Since most games allow Flanking, will MookAI prioritize placement where it would flank the PCs, by checking if there;s another hostile NPC on the opposite side.

dwonderley commented 3 years ago

I don't have any plans for flanking at the moment, mainly because I overlooked it. It is an important part of combat, though, so I'll look into what it would take to add it, but I can already say that it won't be any time soon. The reason for that is because mookAI won't be able to detect flanking until it can tell two NPCs are allied. I'm planning to add/incorporate a faction feature into mookAI, but that's futher down the pipe than some more immediate concerns. Once that is in place, I can experiment with more intelligent path planning / mook positioning, such as flanking, kiting, and hiding.

caewok commented 3 years ago

A quick and dirty version of faction could be to default to assuming creatures of the same base name type (e.g. skeleton, kobold, etc.) are “allied” for purposes of flanking, etc. You can pull the creature base name from the actor data. You want base name and not token name in case the creature token name is modified (e.g. creature 1, creature 2...).