Path finding problems in 1.13[message #344501]
||Sun, 13 March 2016 10:11 |
Location: Soviet Russia
||What I found is that there are some problems in path finding in 1.13.
First, AI cannot find path over the fence, so when AI decides in RED state to seek enemy and calls InternalGoAsFarAsPossibleTowards, it fails.
But when the same AI sees enemy, he calls FindBestPath in FindBestNearbyCover and it works, so he can jump over the fence and move towards closest enemy.
This can be easily checked in Wildfire landing sector, for example, will require AI decision tracing or manual calling of InternalGoAsFarAsPossibleTowards.
Second problem I found is that FindBestPath returns different AP cost for the same path than EstimatePlotPath.
For testing, in FindBestNearbyCover see
iPathCost = gubAIPathCosts[AI_PATHCOST_RADIUS + sXOffset][AI_PATHCOST_RADIUS + sYOffset];
and compare with
iPathCost = EstimatePlotPath( pSoldier, sGridNo, FALSE, FALSE, FALSE, usMovementMode, FALSE, FALSE, 0);
And when testing the path in UI mode (for player controlled merc), the EstimatePlotPath shows correct result while gubAIPathCosts shows incorrect result.
Note: this was tested on stable 7609 release but I haven't seen any related fixes for development trunk.
Can anyone comment/test/confirm/debug/fix?
EDIT: the part with jumping over fence was successfully fixed in Ja2+AI
[Updated on: Sat, 28 May 2016 12:22]
7609+fix | 7609+AI (r1128) | Unofficial modpack | Win8+ fix | Experimental project | Youtube
"It's already "dog-eat-dog", friend. Not sure what worse a bunch of zombies could do."