New Connection Checks
New Connection Checks
The existing connection check methods for 1X1 actors will now suffice for 2X2 actors for movement along normals. Both will require the addition of diagonal checks using the new data, but will likely be a cut-and-paste job of existing code.
The biggest change, however, will be the presence of two connection tables for each sized actor. One will be the standing table and the other will be the crouching table. A* will then use jumping between the two tables as a way to determine when crouching or walking would be more effective.
Additionally, other features will be tracked:
Ladder presence in a cell to climb
A ladder in the cell beneath providing support for the cell above
An actual measurement of the distance to the floor below when walking off a ledge- there will be a set actual distance limitation instead of a cell distance limitation.
Need for New Fall Handling
Because of the way the game is currently coded, falling off a cliff does not 'look' like falling off a cliff. Instead, the actor moves diagonally through the cliff and ends up at the lower location. I propose a 'falling' movement. This may or may not take TUs. The intent for this is two fold. First, it provides a real animation for falling, so the actor walks off the cliff and falls to the floor below. Second, it sets up the ability to have an actor fall when standing on a breakable that is destroyed. In the mine map, I have destroyed a plank with an actor on top. It would be appropriate for the actor to fall and possibly take some damage in the process.
Old
New
With Breakables