Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Workers handling of far away tiles to claim or dig #180

Closed
Bertram25 opened this issue Sep 24, 2014 · 5 comments
Closed

Workers handling of far away tiles to claim or dig #180

Bertram25 opened this issue Sep 24, 2014 · 5 comments
Assignees
Milestone

Comments

@Bertram25
Copy link
Contributor

@Bertram25 Bertram25 commented Sep 24, 2014

Workers should search for far away ground tile, walls to claim, gold or dirt to dig once their near-by counterparts are done.

For now, they only rely on their sight in tiles, which is a fine average of 15 tiles.

Later, we could for instance make them search for far away tiles to dig or claim when they are idle for a few turn.

@Bertram25 Bertram25 added this to the Later milestone Sep 24, 2014
@akien-mga
Copy link
Member

@akien-mga akien-mga commented Nov 20, 2014

An example of this issue can be seen in Scream in the dark. If you don't issue order to the workers while they are around the base, they follow the underground path to the east until they are stuck, next to the red seat (screenshot 1).
od-lostworkers

If I order them to dig around my base (as shown on screenshot 2), they don't notice it at all and keep running in the water.
od-lostworkers1

If I pick one of them and drop it next to the tile that should be claimed, it will of course change its priority and do what it's ask to, so the issue can be worked around.

I also noticed another (related?) glitch: I dropped a worker near to the tile to be digged (but not right next to it, two or three tiles away in the same corridor, as shown in green on screenshot 3). Instead of going towards it, it went all the way to the location shown in red on screenshot 3, and then it went back to the wall tile that it was asked to dig.
od-lostworkers2

@akien-mga
Copy link
Member

@akien-mga akien-mga commented Mar 16, 2015

I think this was fixed during the 0.5.0 development, no?
Edit: At least it evolved since there was work on the creatures sight and behaviour.

@Bertram25
Copy link
Contributor Author

@Bertram25 Bertram25 commented Mar 16, 2015

I think this case is almost non-existent now. As pathfinding has evolved a great deal, and creatures now wander in a saner way when not "seeing" far away things, making them reach a position where they can see things more likely.

A good test would be to start Scream in the Dark and watch the green ally bottom-right. Previously, it was stuck there not evolving much because the workers would reach the higher gold tiles up to the north opponents.

@Bertram25 Bertram25 self-assigned this Mar 26, 2015
@Bertram25
Copy link
Contributor Author

@Bertram25 Bertram25 commented Mar 26, 2015

Assigning to me so I'll do the aforementioned test.

@hwoarangmy
Copy link
Contributor

@hwoarangmy hwoarangmy commented Apr 5, 2015

BTW, I've not seen a problem with this bug for ages and I frequently try to let the AI play alone. IMHO, it can be closed

@akien-mga akien-mga closed this Apr 5, 2015
@Bertram25 Bertram25 modified the milestones: 0.5.0, Later Apr 14, 2015
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Projects
None yet
Linked pull requests

Successfully merging a pull request may close this issue.

None yet
3 participants