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Temporarily increase iterations cap for transports & warships #1589
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Temporarily increase iterations cap for transports & warships #1589
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WalkthroughThe changes increase the maximum search limits and adjust configuration parameters for pathfinding logic in three files related to ship execution and deployment. Only numeric values and flags passed to pathfinding constructors or methods have been updated, with no changes to logic, error handling, or control flow. Changes
Sequence Diagram(s)sequenceDiagram
participant Caller
participant TransportShipExecution
participant WarshipExecution
participant PathFinder
participant MiniAStar
Caller->>TransportShipExecution: initialize()
TransportShipExecution->>PathFinder: Mini(..., ..., ..., 100)
Caller->>WarshipExecution: initialize()
WarshipExecution->>PathFinder: Mini(10000, ..., true, 100)
Caller->>TransportShipUtils: bestShoreDeploymentSource()
TransportShipUtils->>MiniAStar: new(..., 1000000)
Estimated code review effort🎯 2 (Simple) | ⏱️ ~6 minutes Suggested labels
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🧰 Additional context used🧠 Learnings (4)📓 Common learningssrc/core/execution/TransportShipExecution.ts (2)Learnt from: jrouillard Learnt from: scottanderson src/core/game/TransportShipUtils.ts (4)Learnt from: scottanderson Learnt from: scottanderson Learnt from: jrouillard Learnt from: jrouillard src/core/execution/WarshipExecution.ts (2)Learnt from: jrouillard Learnt from: scottanderson 🧬 Code Graph Analysis (3)src/core/execution/TransportShipExecution.ts (1)
src/core/game/TransportShipUtils.ts (1)
src/core/execution/WarshipExecution.ts (1)
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Description:
This PR increases the iteration cap for warships & transports, until a better solution can be found.
Fixes the issue where warships & transports break when pathfinding very far away.
Please complete the following:
Please put your Discord username so you can be contacted if a bug or regression is found:
aceralex