Closed GoogleCodeExporter closed 8 years ago
Caused by imps beginning several concurrent digs at same time, failing to
realize there will be a new tunnel nearby.
The 'ideal' solution is to rewrite how access tunnels are made (currently it's
using dumb shortest distance backtrack), whether I really desire A* to make
intelligent paths.
I might be able to solve the N tile issue in the mean time via feedback from
digging to map distance analysis components, even if it's ugly because it's
coupling the components.
Original comment by eatpajdi...@gmail.com
on 18 May 2015 at 5:42
[deleted comment]
Original comment by eatpajdi...@gmail.com
on 22 May 2015 at 7:20
Original comment by eatpajdi...@gmail.com
on 12 Jul 2015 at 8:07
Committed temporary solution. Treasure room placement seems to have been
impacted, but I need to improve that anyway, so it's an acceptable trade.
Original comment by eatpajdi...@gmail.com
on 12 Jul 2015 at 8:52
Original comment by Loobinex
on 12 Jul 2015 at 10:01
In r1881 on TC617_1 I see no more double corridors.
Like you mentioned the CP now digs corridors from treasure room to gold (even
at an angle) instead of building a treasure room close by.
Original comment by Loobinex
on 12 Jul 2015 at 10:48
Original issue reported on code.google.com by
Loobinex
on 18 May 2015 at 12:09Attachments: