Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Consistent NPC reach range with trigdist #36232

Merged
merged 1 commit into from Dec 18, 2019
Merged

Consistent NPC reach range with trigdist #36232

merged 1 commit into from Dec 18, 2019

Conversation

ghost
Copy link

@ghost ghost commented Dec 18, 2019

Summary

SUMMARY: Bugfixes "Consistent NPC reach range with trigdist"

Purpose of change

Fixes #16400

Describe the solution

Use same logic from ranged.cpp targeting ui for player reach attack to decide when an NPc can do the same.

Describe alternatives you've considered

N/A

Testing

spawned a monster , altered code slightly to make them stay still.
NPC would not do a 2-tile diagonal attack with a reach weapon, same as player cant, when circular distnaces are on.
They can still do one diagonal and one cardinal combo , and double cardinal reach attacks.
With circular distnaces off, both player and NPC can do their usual reach attacks.

Additional context

N/A

@ZhilkinSerg ZhilkinSerg merged commit e81d01a into CleverRaven:master Dec 18, 2019
@ghost ghost deleted the npc_reach_diagonal branch December 19, 2019 14:15
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

Discrepancy between npc and player range. Circular distances
1 participant