用于在2D网格游戏板上找到移动攻击区域内攻击目标的空间的算法 [英] Algorithm for finding spaces to attack target within move-attack area on a 2D grid game board

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问题描述

我正在寻找一个算法名称或实现,可以从我可以攻击给定目标的有效移动列表中给出有效位置。



我有一个2D瓦片地图和一个英雄可以移动一定数量的动作,并在范围内攻击敌人。由于地图上的障碍,英雄的移动区域各不相同,可能会有漏洞:





在这个问题中,我学到了



)如果(距离<=攻击范围)AND square在有效移动之内,Hero可以从该方块攻击目标。



在我特定的情况下,我允许近战英雄攻击他们周围的所有8个方格(连接8),所以他们的行为像国际象棋,而不是曼哈顿距离将计算 Chebushev距离




中查找要攻击目标的单元格

I'm looking for an algorithm name or implementation that can give me valid positions from a list of valid moves from which I can attack a given target.

I have a 2D tile map and a hero who can move a certain number of moves and attack enemy at range. Because of obstacles on the map, hero's move area varies and can have holes in it:

In this question I have learned how to combine this move area with attack area to get the total "threat" range that my hero exerts on the game board. In this case, 2 enemies are within threat range and can be attacked:

I'm looking for a name or info on a generalized algorithm that will take :

  • Threat area (yellow)
  • Valid moves (orange)
  • Target position (green)

And return all cells within orange area from which I can attack a given target. Because enemies exert a threat area of their own, I do not necessarily need the closest square - I will examine possible moves and pick the one with the least threat for my hero to move to for attacking.

解决方案

Here's how I think the problem can be solved:

1) Find Hero's threat (move+attack squares)

For each target within threat area do following:

2) For each square in valid moves, calculate Manhattan distance to a particular target

3) If the (distance <= attack range) AND square is within valid moves, Hero can attack target from that square

In my particular case, I allow melee heroes to attack all 8 squares around them (connexity 8), so they will behave like a king in chess and instead of manhattan distance will calculate Chebushev distance

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