I had a brief go at this when A19 came out, but now with A20 really want to give it a go.
I want to massively increase the chance that a zombie will go into the Destroy Block behaivour under specific circumstances.
After pathfinding, if the length of the path (sum of the distance between all nodes) is significantly longer than the pythagoras distance to the destination, then have like a 90% chance of just destroying a block.
This is a counter to a large number of bases that abuse pathfinding to put zombies on looping paths. A little bit of this is fine, and I'm happy for it to work, but this extra block destructions should stop you relying on it as a principal defence. We can tweak that 90%, and/or adjust it based on the path lengths, until it balances.
Doesn't seem like it should be too hard to achieve. DestroyArea happens depending on the moveHelper, so adding checks there should be possible - I just want a bit of help if anybody has looked at this code.
I want to massively increase the chance that a zombie will go into the Destroy Block behaivour under specific circumstances.
After pathfinding, if the length of the path (sum of the distance between all nodes) is significantly longer than the pythagoras distance to the destination, then have like a 90% chance of just destroying a block.
This is a counter to a large number of bases that abuse pathfinding to put zombies on looping paths. A little bit of this is fine, and I'm happy for it to work, but this extra block destructions should stop you relying on it as a principal defence. We can tweak that 90%, and/or adjust it based on the path lengths, until it balances.
Doesn't seem like it should be too hard to achieve. DestroyArea happens depending on the moveHelper, so adding checks there should be possible - I just want a bit of help if anybody has looked at this code.