#3471 closed defect (fixed)
Units not detecting invalid path.
Reported by: | Stan | Owned by: | |
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Priority: | Release Blocker | Milestone: | Alpha 19 |
Component: | Core engine | Keywords: | pathfinding |
Cc: | Itms | Patch: |
Description (last modified by )
We played a match today with elexis and ffm, and we noticed that units would often try to go from a point 'a' to a point 'b' without realising they wouldn't be able to reach it. So they just walk into the void.
The only we could workaround it, is by cancelling orders, and removing formations (setting it to none)
FFM stated formation should be disabled whereas I think it should be set to none by default.
Attachments (6)
Change History (14)
by , 9 years ago
Attachment: | commands.txt added |
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comment:1 by , 9 years ago
Keywords: | pathfinding added |
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Replay was done with r17088.
The quickest solution to the formation-question would be #3457 in my opinion. Unfortunately we are already in string freeze and can't add that option for a19.
For the pathfinding issue see also http://wildfiregames.com/forum/index.php?showtopic=20073#entry309471
Also notice my cavalry that is stuck at minute 8:30 near the storehouse near the metal/stone at the cc (probably UnitAI not pathfinder in that case).
by , 9 years ago
Attachment: | stuck_cav.gif added |
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Initial cavalry (entity ID 259) stuck at turn 1114 (9min 17sec). With regards to getting stuck, the replay still works with r17131. The cavalry gets a gather order at turn 1059 and on turn 1115 this storehouse (entity ID 6392) is placed.
comment:2 by , 9 years ago
Description: | modified (diff) |
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Milestone: | Backlog → Alpha 19 |
Priority: | Should Have → Must Have |
I think this is the same bug as in #3505. We'll see.
by , 9 years ago
Attachment: | commands_cav_stuck_minimal.txt added |
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Minimum replay for r17144. Contains only one command. Despite #3530, the chicken is killed and gathered from. After that, the cavalry wants to move away (second 3), but is stuck without an obstruction being close enough. Then another chicken moves near the dead one and somehow the cavalry is unstuck (second 15)..
comment:3 by , 8 years ago
Priority: | Must Have → Release Blocker |
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Attached patch should fix those cases. Needs to be tested. It's, again, not RC yet.
I have also attached a screenshot explaining why I did my clearance changes: there were some cases where the long-range pathfinder saw paths where the short-range didn't. This is now impossible.
Pushing this to release blocker as this patch is a real functional change, and I think it'd also fix #3505 directly.
by , 8 years ago
Attachment: | FixStuckUnits.patch added |
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by , 8 years ago
Attachment: | invalidPath.png added |
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comment:4 by , 8 years ago
Couldn't reproduce any stuck case with this patch, so it's promising and committing it would definitely improve the situation tremendously. Didn't look at the code though.
comment:6 by , 8 years ago
Resolution: | → fixed |
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Status: | new → closed |
Testing no longer shows the issue, I believe I have fixed it for the most part. Closing.
comment:8 by , 5 years ago
Description: | modified (diff) |
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The game commands.txt