Implementing this successfully can be a nightmare.

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Combat uses precise prediction to avoid walls in melee. It doesn't start turning until the very last tick.

It is iterative, which isn't a problem when combined with anti-gravity movement. Predicts 45 ticks ahead in 4 directions: forward/clockwise, forward/counter-clockwise, backward/clockwise and backward/counter-clockwise.

Predicts all 4 of them if starting to turn the current tick and again if wall avoidance is delayed to the next tick. If simulation shows delaying wall avoidance hits a wall then it starts turning, otherwise, keep with current movement.

It is still not calculating accurately when to stop turning and Combat zig-zags when moving parallel to walls. Looks ugly, but at least confuses opponents which relies heavily on heading in their targeting, like displacement vectors, PIF and segmenting data based on forward distance to walls.

MN (talk)02:26, 11 September 2013