Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-07 Thread Per Inge Mathisen
On Thu, May 7, 2009 at 11:01 PM, Florian Schanda
 wrote:
>> If you could send me a map, I will look into it.
>
> I sent something to your gmail address, but I'm not sure if it arrived or not.

It did. I looked at it now, and what you are seeing is an AI bug. Try
removing a piece of the wall you built, and watch the AI units reroute
themselves correctly.

The problem is that the path-finding does not factor in the
possibility to destroying the wall you built, so it sees no path to
attack your sensor, and then moves all its units to the closest
possible point to it.

Now that I have such a nice test case, I will look into fixing the bug.

  - Per

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Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-07 Thread Florian Schanda
On Sunday 03 May 2009 16:43:12 Per Inge Mathisen wrote:
> On Sun, May 3, 2009 at 4:09 PM, Florian Schanda
>
>  wrote:
> >> Which version are you using? 2.1 and earlier depend on gateways being
> >> set up correctly for path-finding. 2.2 and later do not.
> >
> > This is in 2.2 (r7279)
>
> If you could send me a map, I will look into it.

I sent something to your gmail address, but I'm not sure if it arrived or not.

Florian



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Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-03 Thread Per Inge Mathisen
On Sun, May 3, 2009 at 4:09 PM, Florian Schanda
 wrote:
>> Which version are you using? 2.1 and earlier depend on gateways being
>> set up correctly for path-finding. 2.2 and later do not.
>
> This is in 2.2 (r7279)

If you could send me a map, I will look into it.

  - Per

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Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-03 Thread Florian Schanda
On Sunday 03 May 2009 14:20:00 Per Inge Mathisen wrote:
> > Secondly, on some maps I've created I notice that pathfinding sucks hard.
> > I've observed two distinct types of suckage:
> > a) 30+ units get caught on a corner, not moving at all.
> > b) The computer tries to attack via the wrong route and ends up heading
> > into an obvious dead end, and will then queue up at the end of the dead
> > end not moving anywhere.
>
> Which version are you using? 2.1 and earlier depend on gateways being
> set up correctly for path-finding. 2.2 and later do not.

This is in 2.2 (r7279)

Florian

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Re: [Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-03 Thread Per Inge Mathisen
On Sun, May 3, 2009 at 2:54 PM, Florian Schanda
 wrote:
> How does this hinting work? Each gateway is a pair of (x, y) coordinates; is
> it describing a 'line', on which the AI will build walls, etc...?

Yes.

> Would I get a good result if I draw one of those through a chokepoint or over 
> a chokepoint?

It should be drawn so that it blocks ("gates") the choke point.

> Around bases?

Probably a bad idea.

> Secondly, on some maps I've created I notice that pathfinding sucks hard. I've
> observed two distinct types of suckage:
> a) 30+ units get caught on a corner, not moving at all.
> b) The computer tries to attack via the wrong route and ends up heading into
> an obvious dead end, and will then queue up at the end of the dead end not
> moving anywhere.

Which version are you using? 2.1 and earlier depend on gateways being
set up correctly for path-finding. 2.2 and later do not.

  - Per

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[Warzone-dev] Gateways/Zones and Pathfinding question

2009-05-03 Thread Florian Schanda
Hello again,

I have two questions:

On Friday 03 April 2009 08:22:41 Per Inge Mathisen wrote:
> In 2.2 and later, gateways are only used by the AI as hints as to
> where to place defenses. If empty, the AI will use other methods to
> place defenses, so gateways are not necessary. Zones are not used. You
> must still place dummy headers for zones and gateways, though.

How does this hinting work? Each gateway is a pair of (x, y) coordinates; is 
it describing a 'line', on which the AI will build walls, etc...? Is is a 
square? Would I get a good result if I draw one of those through a chokepoint 
or over a chokepoint? Around bases?


Secondly, on some maps I've created I notice that pathfinding sucks hard. I've 
observed two distinct types of suckage:
a) 30+ units get caught on a corner, not moving at all.
b) The computer tries to attack via the wrong route and ends up heading into 
an obvious dead end, and will then queue up at the end of the dead end not 
moving anywhere.

Is there anything that I can do to lessen the effects of that? Or is this more 
a bug in the pathfinding?

Florian

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