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Syncronize circle sizes #2077
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does changing |
this might be a helpful resource to see how the shape changes with different algorithms: https://funloop.org/post/2021-03-15-bresenham-circle-drawing-algorithm.html |
Sorry, with the ellipse comment I was referring to the actual green selection circle, not the impeding approximation. |
ah, that makes sense
There are still tweakable constants for each that can change the outcome. |
As noted in one of the code TODOs (
Map::GetBlockedInRadiusTile
), it turns out our bigger circle sizes are indeed different than in the originals. And that they should be ellipses.0x1208 Dragon (13 cells height in both, circle size 7):
0x7F04 iron golem, from the 9th level shapechange (clearly wrong circle size in our data, otherwise 5 vs 7):
fixed:
So circle sizes that we know match: 0, 2, 3
1 is not used by anything from what I can tell. Even rats and cats have 2 in bg2ee. 4 perhaps not as well (tried a nabassu, clearly a 3). 5 and 6 we don't assign to anything in bg2.
All our circle sizes:
Overall this means so far we only know we need to fix circle size 7 generation and to recheck iwd1/bg1/bg2 avatars.2da entries with circle size 4-6 (some we clearly have set too high). The existing cheats for cycling animation types can be used in all games to make testing faster. In EEs and maybe pst also the animation ini files can be checked to find candidates (eg. the personal_space key).
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