Development > Newbie Coding

Encumbrance/TU penalty

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DarkRain:

--- Quote from: Duke on August 26, 2010, 04:53:28 pm ---I think I understood now: There are two concepts, 'penalty for walking only' and 'reduce max TUs', and your diff implements them *both*. Correct ?

--- End quote ---
That's right, maybe I should split it in two to keep things clearer?


--- Quote ---I'd suggest the penalty to be expressed as a float factor like the crouching penalty.

--- End quote ---
Yes after some testing that seems the right thing to do


--- Quote ---I forgot that Grid_MoveCalc doesn't know the entity anymore. So encapsulating further down the calltree is not an option. Perhaps it's time to create some ActorMoveInfo_t and pass that instead of a dozen params.

Iterating the whole inventory is a little time-consuming. Grid_MoveCalc is called pretty often, especially in the AI code. Maybe you find a place to do that calculation further up the calltree ?

--- End quote ---
those are good points

Duke:

--- Quote from: DarkRain on August 26, 2010, 06:26:16 pm ---That's right, maybe I should split it in two to keep things clearer?

--- End quote ---
I don't think so. As they handle similar problems, they should be implemented side by side.
I just had some problems in understanding because I thought of them as concurrent concepts.

Kildor:
I like more first concept (penalty for walking).

Duke:
Kildor, imho both concepts make sense at the same time:
- walking penalty for the weight (in eg. backpack)
- TUmax reduction for eg. light, but bulky armour

If users will understand that (by intuition !) is another question...

DarkRain:
Ok, have been busy lately (and without internet connection for a couple days), but I'm trying with a new approach to this, still half done, but I´d like to hear your comments before I go any farther in this direction.

edit: Oops included thing I didn't mean.

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