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pathfinding is generally janky #49

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lmaddox opened this issue Dec 2, 2023 · 2 comments
Open

pathfinding is generally janky #49

lmaddox opened this issue Dec 2, 2023 · 2 comments
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enhancement movement for issues related to pathfinding or movement

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@lmaddox
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lmaddox commented Dec 2, 2023

Villagers get stuck sometimes.

Screenshot_2023-12-02_16_32_48


I think the problem here is with our get neighbor ground level function. The ground is walkable, but there's not enough headroom.

Screenshot_2023-12-02_23_50_59


little drop-offs can trap AIs

Screenshot_2023-12-02_19_50_41


Stairs quirk: villagers get stuck unless approaching raised doorway head-on

Screenshot_2023-12-02_16_46_43


They don't share a space well.

Screenshot_2023-12-02_23_44_15


Wandering villagers tend to fall into crevices.

Screenshot_2023-12-01_05_15_17


I've started experimenting with pathfinding logic in my hider villager job, and so far my attempts are no better.

This is further complicated by that some AIs should "use" crevices for strategic advantage.

This is a basement lobby trap in a unit testing facility. I want to make amphibious guards who will hide on the water-floor until triggered by the presence of a player, at which point the player has no idea the number or direction of guards surrounding him. There are also villagers (in secure laboratories) and normal guards on that floor who need to not fall into the water.

Screenshot_2023-12-02_19_25_54


It would be nice to handle ladders...

Screenshot_2023-12-02_21_10_16


...and trapdoors

Screenshot_2023-12-02_21_07_47
Screenshot_2023-12-02_21_08_00

@theFox6
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theFox6 commented Dec 9, 2023

This is more a movement code issue than a pathfinding thing.
Pathfinding could prevent these things from happening, but I think what needs improvement to address these issues is the movement logic.

@theFox6 theFox6 added the movement for issues related to pathfinding or movement label Dec 9, 2023
@lmaddox
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lmaddox commented Dec 13, 2023

Eventually I'm going to see about porting some of mobs_redo's griefing/pathfinding logic.

Is this related to #9 and pathfinder.lua ?

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enhancement movement for issues related to pathfinding or movement
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