Anuken / Mindustry-Suggestions

Repository for Mindustry suggestions and feedback
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add a range to pathfind #4963

Closed XxsuperdeadlysniperxX closed 6 months ago

XxsuperdeadlysniperxX commented 7 months ago

Describe what you would like changed, and why.

Adding range to pathfind will massively simplify pathfinding and make it 400x more useful this will reduce the lines needed and improve reliability as well

Describe the changes you want to propose. Include possible alternatives.

Add a range to pathfind like on approach but pathfind

jehosula commented 7 months ago

i don't want logic processors to be even more op but i am not against this if it's a wproc exclusive also performance might be an issue with pathfinding a ton of tiles also why doesn't command mode do this already

Mythril382 commented 7 months ago

Just do a within check, and if they're not near enough, pathfind.

This is probably the most basic way to do it.

XxsuperdeadlysniperxX commented 7 months ago

i don't want logic processors to be even more op but i am not against this if it's a wproc exclusive also performance might be an issue with pathfinding a ton of tiles also why doesn't command mode do this already

This is simply to make pathfind more useful right now it tries to pathfind directly to the building requiring custom range logic which can be a worse for lag and a nightmare to troubleshoot in xase it somehow breaks i hope i gave more context

XxsuperdeadlysniperxX commented 7 months ago

Just do a within check, and if they're not near enough, pathfind.

This is probably the most basic way to do it.

Within has its own problems also tried this and its not all that great in my opinion at least

XxsuperdeadlysniperxX commented 7 months ago

Just do a within check, and if they're not near enough, pathfind.

This is probably the most basic way to do it.

Oh yeah the problem is when it gets in range you can't make them back up if an enemy unit approaches and its just inconsistent in some ways don't get me wrong it has its uses but its just not worth using in my opinion

XxsuperdeadlysniperxX commented 7 months ago

Just do a within check, and if they're not near enough, pathfind.

This is probably the most basic way to do it.

Sorry for the constant replies but the main issue is it needs a range defined or it will pathfind to 0 which is directly on the coords of building which it then obstructs the path which the units refuse to move because its obstructed which makes me want to jump off of a cliff trying to think of a solution the solution not work as intended and tjen get rest to square 1 repeat

Frick me pathfind without a range is a headache

I hope this clears up the main and most prominent issue with this function and now i will go and bang my head against a wall for 4 hours to achieve nothing and never gain progress on what should be a simple solution to a problem

Amd then

Once range is added to pathfind

I can FINALLY make a ground ai that IS NOT over 400 lines of madness and chaos

Huddles in corner with knife carving wood

XxsuperdeadlysniperxX commented 7 months ago

Some vote emotes i guess

XxsuperdeadlysniperxX commented 7 months ago

Bumping

XxsuperdeadlysniperxX commented 6 months ago

Bump it

github-actions[bot] commented 6 months ago

This suggestion is now stale, and will be automatically closed.

XxsuperdeadlysniperxX commented 5 months ago

Dang became stale