{"action":"created","comment":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/83061106","pull_request_review_id":3926467,"id":83061106,"diff_hunk":"@@ -940,7 +978,7 @@ bool monster::bash_at( const tripoint &p )\n         return false;\n     }\n     bool try_bash = !can_move_to( p ) || one_in( 3 );\n-    bool can_bash = g->m.is_bashable( p ) && ( has_flag( MF_BASHES ) || has_flag( MF_BORES ) );\n+    bool can_bash = g->m.is_bashable( p ) && bash_skill() > 0;","path":"src/monmove.cpp","position":153,"original_position":153,"commit_id":"09ad9cb84bc793bcc92037b092b8aa424c275224","original_commit_id":"09ad9cb84bc793bcc92037b092b8aa424c275224","user":{"login":"mugling","id":12238606,"avatar_url":"https://avatars.githubusercontent.com/u/12238606?v=3","gravatar_id":"","url":"https://api.github.com/users/mugling","html_url":"https://github.com/mugling","followers_url":"https://api.github.com/users/mugling/followers","following_url":"https://api.github.com/users/mugling/following{/other_user}","gists_url":"https://api.github.com/users/mugling/gists{/gist_id}","starred_url":"https://api.github.com/users/mugling/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mugling/subscriptions","organizations_url":"https://api.github.com/users/mugling/orgs","repos_url":"https://api.github.com/users/mugling/repos","events_url":"https://api.github.com/users/mugling/events{/privacy}","received_events_url":"https://api.github.com/users/mugling/received_events","type":"User","site_admin":false},"body":"You might want a two parameter version of `is_bashable` with the second paramter `const Creature &`?","created_at":"2016-10-12T17:51:02Z","updated_at":"2016-10-12T17:51:03Z","html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18737#discussion_r83061106","pull_request_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/18737","_links":{"self":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/comments/83061106"},"html":{"href":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18737#discussion_r83061106"},"pull_request":{"href":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/18737"}}},"pull_request":{"url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/pulls/18737","id":88927202,"html_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18737","diff_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18737.diff","patch_url":"https://github.com/CleverRaven/Cataclysm-DDA/pull/18737.patch","issue_url":"https://api.github.com/repos/CleverRaven/Cataclysm-DDA/issues/18737","number":18737,"state":"open","locked":false,"title":"[CR]Add pathfinding for selected monsters","user":{"login":"Coolthulhu","id":1878860,"avatar_url":"https://avatars.githubusercontent.com/u/1878860?v=3","gravatar_id":"","url":"https://api.github.com/users/Coolthulhu","html_url":"https://github.com/Coolthulhu","followers_url":"https://api.github.com/users/Coolthulhu/followers","following_url":"https://api.github.com/users/Coolthulhu/following{/other_user}","gists_url":"https://api.github.com/users/Coolthulhu/gists{/gist_id}","starred_url":"https://api.github.com/users/Coolthulhu/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Coolthulhu/subscriptions","organizations_url":"https://api.github.com/users/Coolthulhu/orgs","repos_url":"https://api.github.com/users/Coolthulhu/repos","events_url":"https://api.github.com/users/Coolthulhu/events{/privacy}","received_events_url":"https://api.github.com/users/Coolthulhu/received_events","type":"User","site_admin":false},"body":"Some monsters are supposed to be smart but aren't, because it is impossible to be smart without being able to find paths.\r\n\r\nCurrently heavily limited and mostly just allows them to avoid blundering into shrubs.\r\nPathfinding for monsters uses similar rules as one for NPCs, but with limited range, limited path difficulty (ie. if there is too much rubble around, it will bail out) and no door opening.\r\n\r\nPrimary limitation is distance to pathing target. All monsters allowed to pf here limit pathing target distance to some value and path difficulty to 5 times that value. Path difficulty is 2*path cost in turns a 100 speed player would take to cross them.\r\nMonsters also treat doors as obstacles and not doors. This could easily be changed to allow them to open doors, but not as trivially as just by letting them path through them.\r\n\r\nCurrent values for path distance limit are:\r\n\r\nMonster | Path length\r\n--- | --- | ---\r\nMi-go | 50\r\nTankbot | 20\r\nZombie master & necro | 10\r\nMammals that get aggressive | 10\r\nSmart robots (chickenbot, tripod) | 10\r\nFish & reptiles | 5\r\nDumb robots (copbot, skitter) | 5\r\nAlbino penguin | 5\r\nZombie scientist & predator | 5\r\nZombie runner | 4\r\nZombie survivor | 3\r\n\r\nThose values are rather low and only mi-go will ever find a complex path (around a house).\r\nBalancing goes into future PRs, this is for functionality and for show - if those are too high, I could drop the changes to monsters and just add a debug monster that paths around.\r\n\r\n\"Back then\" pathfinding for monsters was not allowed because the pathfinding code was incredibly slow.\r\nNowadays it uses most of the common pathfinding \"optimizations\" such as actually 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