BattletechModders / BattletechModders/CleverGirl
Prevent attacks with < % of EV based upon heat
- Dominant language
- C#
- Stars
- 5
- Forks
- 4
- PR merge metrics
- No merged PRs in 30d
Description
i mean, EV of 1.63 is incredibly low, getting into ANY overheat for this is ricidulously stupid
i understand that iy followed the logic it has, the point is that logic is stupid
FrostRaptor — Today at 12:50 PM
If there was a check that said the EV was less than X percent of 100% damage, reject it, would that be better?
As I can't base it on raw damage output, since light mechs may have crap gear
Float_AccuracyNeededForOverheatAttack = 22, exists and I could gate on that possibly
Harkonnen — Today at 12:54 PM
it comes back to the hardcap on overhet too
basicalyy, instead of "EV was less than X percent of 100% damage, reject it" it should have something like a curve
f.e.
less then 20% - target 0 heat
20-30% - taget slight oveteht
30-50%- target redline
50-90 - grdadualy allowed to go above redline to taget heat for behvars
over 90% - allowed to go oabive behvar....
yeas, Float_AccuracyNeededForOverheatAttack could be used to decied at what perventage its ok to go above behvar tatget heat
FrostRaptor — Today at 12:57 PM
This will cause the AI to brace when they have shot % < 20%
Like against stealth mechs at range, is that okay?
I don't know of an easy way to prevent it
Because the behavior tree has already decided that we should shoot at this point, instead of move
Harkonnen — Today at 12:58 PM
no, this will make ai only perform heat neitral attacks at <20%
barce if yjey are alredy hot
FrostRaptor — Today at 12:59 PM
So this attack would have been the desired outcome:
15:11:25.937 evaluated attack of type Shooting with 3 weapons, damage EV of 0.7039995, heat -9
Harkonnen — Today at 12:59 PM
yep
FrostRaptor — Today at 12:59 PM
K
I think I can do that. Thanks for talking with me about it.
Contributor guide
No contributing guide indexed for this repository
Research direction
Start by locating Float_AccuracyNeededForOverheatAttack and the behavior-tree logic that evaluates Shooting attacks and heat. Review how damage EV, heat, redline, and target heat are currently compared. Done means the AI avoids unnecessarily dangerous low-EV overheat attacks while still allowing the intended heat-neutral and higher-value behavior described in the discussion.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- csharp
- Domain
- ai, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100