Open CameronJung opened 2 months ago
I just thought of a way this could be solved. If I add a boolean member to the HexAffect class that marks if a hex is blocked by a unit along with a reference to unit(s) that are blocking access then the 1.6 AI should be able to pick up on the affect of its units blocking the player. The question now is will solving this issue be worth the work involved.
The AI might misjudge a move because it doesn't account for the changes the move it makes will have. For example, the AI might notice a unit in danger and have that unit retreat to another tile that it thinks is safe. However, the position of the threatened unit might block the player's unit from reaching the "safe" retreat tile. Thus, after the AI has its unit retreat the tile it just moved to is now within reach of the player's unit because the retreated unit is no longer blocking access to the tile.