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  #1  
Old May 12th, 2009, 01:20 AM

Illuminated One Illuminated One is offline
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Default Diagonal Distance/Range

Well, does anyone know how the distance on the battlefield is determined?

If your unit and your target are on a line in the grid, that's just counting.
But if say your mage starts in the middle of the field (0 on x axis, 0 on y) and an enemy SC starts in the upper left corner (20 on x axis, 10 on y), what effective range would be necessary to guarantee a hit before buffing?

Would you just add the difference on x and y (20 + 10)?
Pythagoras (sqr(20²+10²))?
Or maybe jump diagonal until you are on the same height and then straight to him (20)?
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  #2  
Old May 12th, 2009, 09:48 AM

chrispedersen chrispedersen is offline
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Default Re: Diagonal Distance/Range

When moving, diagonal moves cost 3 ap, all others 2.

However, range caluculations for spells and missiles are not neccesarily done the same way. I don't know a way to confirm.
My suspician is that range is just calculated SR(a^2+b^2).
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  #3  
Old May 18th, 2009, 03:47 AM
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lch lch is offline
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Default Re: Diagonal Distance/Range

It's almost the Manhattan metric. The game calculates the distance between (x0,y0) and (x1,y1) by

dx = |x0-x1|
dy = |y0-y1|

r = dx+dy

if (dx > 0 and dy > 0) --r
if (dx > 3 and dy > 3) --r
if (dx > 6 and dy > 6) --r
if (dx > 9 and dy > 9) --r
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  #4  
Old May 18th, 2009, 07:25 PM

chrispedersen chrispedersen is offline
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Default Re: Diagonal Distance/Range

Quote:
Originally Posted by lch View Post
It's almost the Manhattan metric. The game calculates the distance between (x0,y0) and (x1,y1) by

dx = |x0-x1|
dy = |y0-y1|

r = dx+dy

if (dx > 0 and dy > 0) --r
if (dx > 3 and dy > 3) --r
if (dx > 6 and dy > 6) --r
if (dx > 9 and dy > 9) --r
ok, I'll be the ignoramous.. I don't get the if (dx>0... etc
--r explain in english?
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  #5  
Old May 18th, 2009, 07:59 PM
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Jazzepi Jazzepi is offline
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Default Re: Diagonal Distance/Range

http://en.wikipedia.org/wiki/Manhattan_distance

I believe the simple explanation is that to move from point A to point B, you must follow a line that only turns 90 degrees at a time.

Jazzepi
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Old May 18th, 2009, 08:40 PM

Micah Micah is offline
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Default Re: Diagonal Distance/Range

I think the "if (dx>0...)" bits subtract 1 from the range for each of those pairs that are true, so for a diagonal line you'd get range-length 1, 3, 5, 6, 8, 10, 11, 13, 15, 16. For straighter lines you'd be using the shorter coordinate to pass through each of those if gates, so if you have a differential of x=20 y=5 you would add them to get 25 and then subtract one for the first and second if statements, for a total of 23. Hopefully that's clear, and correct.
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Old May 18th, 2009, 09:05 PM

MaxWilson MaxWilson is offline
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Default Re: Diagonal Distance/Range

So displacing vertically on the battlefield is a LOT more effective at upping the range than I had previously thought.
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  #8  
Old May 18th, 2009, 09:46 PM

chrispedersen chrispedersen is offline
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Default Re: Diagonal Distance/Range

oh, I get it. seems like

zx=min{dx,dy)
decrease = trunc(zx/3)
range=r-decrease or something like that is a little more elegant.. still .. interesting algorythmn.
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Old May 18th, 2009, 10:09 PM

Micah Micah is offline
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Default Re: Diagonal Distance/Range

Looks mostly right chris, although you'd need to round "decrease" up to model the function, and it looks like you're truncating it. (Otherwise diagonals immediately next to a square would probably not count as melee range since they'd be range 2)
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  #10  
Old May 19th, 2009, 02:31 AM
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Default Re: Diagonal Distance/Range

Geez, I am so math challenged. I just stick them on the edges, and tell the to fire at whatever seems to be in range. Seems to work most of the time.
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