Opened 3 years ago
Last modified 2 years ago
#6127 new enhancement
Further 'unit pushing' work
Reported by: | wraitii | Owned by: | |
---|---|---|---|
Priority: | Should Have | Milestone: | Backlog |
Component: | Core engine | Keywords: | |
Cc: | Patch: |
Description
Follows Phab:rP25182
There are some other improvements to pushing that would be desirable:
- Ideally, idle units would go in a 'sleep' state to avoid having to check them against other idle units. This would need some logic to wake them up once units come nearby.
- Idle-Moving unit pushing was not implemented. Implementing this would streamline the pushing logic somewhat, and would further improve movement (see also #3442).
- The hard problem is managing to use the short-pathfinder to still walk around impossible paths, such as a U-shaped big blob of units that you can't 'push through' (_or_ pushing those units away in the first place).
- There's no template-ability > all UnitMotion units use pushing to the same degree. It would possibly be useful to give units weights". Likewise, the distance at which units push could be tweaked.
- This could possibly be used to make force fields.
...[complete this]...
Change History (3)
comment:1 by , 3 years ago
Milestone: | Alpha 25 → Alpha 26 |
---|
comment:2 by , 3 years ago
comment:3 by , 2 years ago
Milestone: | Alpha 26 → Backlog |
---|
Note:
See TracTickets
for help on using tickets.
In 26245: