We could disagree a long time about how much traffic it would cause, let's skip that.
I'm fine with you convincing loftar to implement it, you have my blessing - should you manage to pull that off I'll buy you a beer.
Granger wrote:I'm fine with you convincing loftar to implement it, you have my blessing - should you manage to pull that off I'll buy you a beer.
Granger wrote:jorb wrote:An invitation to light-hacks, unfortunately. Darkness is nothing we can easily enforce.
Nonsense, sure you can do that.
Being lit can be easily checked server-side, so you could just make the character:
- stumble and faceplant for a nice concussion every few steps (possibly add a 'stumbled in the darkness' experience to this)
- unable to interact with objects and pickup items
- unable to fight but being aggroed by everything (=batcape does nothing, even rats attack) as these sense the vulnerability and the free meal
A light hack might be even contra-productive in that scenario, as one wouldn't even see where the darkness (thus the area of endless pain) begins.
These are just the first things that came to my mind, without even thinking.
I'm sure you could come up with more an better (=worse for the player) stuff.
shubla wrote:It does not sound that easy though. How are you going to determine whether the player is in darkness or not?
Granger wrote:shubla wrote:It does not sound that easy though. How are you going to determine whether the player is in darkness or not?
The server knows which light sources exist, it knows their range, it's a trivial calculation when you cut some corners (like ignoring void tiles that would, as of being walls, block light) and it dosn't get that much more expensive when factoring such stuff in.
shubla wrote:It does get quite expensive with walls and objects blocking light. Even without them it still sounds like a very expensive calculation to make.
Vigilance wrote:just remove midgets, they suck ass and serve no function besides annoying people.
shubla wrote:Granger wrote:shubla wrote:It does not sound that easy though. How are you going to determine whether the player is in darkness or not?
The server knows which light sources exist, it knows their range, it's a trivial calculation when you cut some corners (like ignoring void tiles that would, as of being walls, block light) and it dosn't get that much more expensive when factoring such stuff in.
It does get quite expensive with walls and objects blocking light. Even without them it still sounds like a very expensive calculation to make.
boolean inDarkness = true;
for(LightSouce s : sources) {
if(player.getc().dist(s.getc()) <= s.getRadius()) {
inDarkness = false;
break;
}
}
Kaios wrote:Spice Girls are integral to understanding Ysh's thought process when communicating, duly noted.
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