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Fix issues in AI #333

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tonihele opened this issue Jul 24, 2019 · 1 comment
Open
4 tasks

Fix issues in AI #333

tonihele opened this issue Jul 24, 2019 · 1 comment
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@tonihele
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Fix issues in AI. Ok, this is a bit vague issue, but after the conversion to ECS design, there are some odd behaviors in the AI. Related to tasks and picking and dropping creatures. Maybe concurrency or something else. Also Party behavior and setting the party leader stuff. Needs a bit tweaking to be more reliable.

The current design might not be perfect. There is the state machine in the CreatureController.. Maybe not correct at all. Now you must be careful to use the same instance of the controller if you want to tweak it. Should maybe be in the AI system... Dunno.

  • Dropping creatures sets them in into stateless mode, they stop reacting, happens only sometimes

  • Parties chain tasks weirdly, and the leader should assign dig tasks for other workers in the party, this used to work

  • Hauling.. sometimes the imps end up dragging other creatures with them endlessly

  • If good creatures can't chain a task to reach some target, stop bombing the task manager. Idle wonder etc for some time. Just no need to hammer the path finding on each tick.

@tonihele tonihele added this to the 0.1 milestone Jul 24, 2019
@tonihele
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tonihele commented Sep 9, 2021

Hauling.. sometimes the imps end up dragging other creatures with them endlessly

This is actually a symptom of #372. The imps take this drag to lair task directly from the TaskManager. This is now a bit mitigated with the task validation conditions. But it still is a part of this complex problem of how to best manage the tasks (and AI).

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