Open Spikeone opened 9 years ago
I don't think we have collision detection somewhere. Every figure just ignores other figures and situations like this are usually avoided by randomizing the walk direction.
Note that fixing this may significantly increase the time it takes for soldiers returning because the path back might be the same for all soldiers so they will queue up on a single point...
Well - it'd be quite simple (at least in my mind): If a soldiers moves to a node, that node is occupied. A node that is occupied can't be used by an other soldier for it's pathfinding. When a node is reached, path gets recalculated. That way it should work like it did in the original and would only take some more time.
EDIT: Shall I make a video so we could possibly analyze how it worked in the original?
Possible problem: Returning soldiers could block attacking soldiers leading to a deadlock. Solution: returning soldiers do not block
While playing around a bit - soldiers actually walked inside each other when changing occupation for a border group.
Nach dem Angriff auf den Hafen, liefen die Soldaten zurück, während 2 direkt übereinander gelaufen sind, im originalen sind allerdings soldaten nie durch andere hindurch gelaufen. Zu sehen bei dem Angriff von weiß auf Blau
Spike (fvv1) wrote on 2010-09-11: #1 2010-09-11_15-23-35.rpl Edit (15.0 KiB, application/octet-stream)
https://bugs.launchpad.net/s25rttr/+bug/635753
YES, this bug IS still valid.