[Freeciv-Dev] Re: (PR#7169) Path finding modification
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
<URL: http://rt.freeciv.org/Ticket/Display.html?id=7169 >
On Sun, Dec 28, 2003 at 01:47:15PM -0800, Arnstein Lindgard wrote:
>
> <URL: http://rt.freeciv.org/Ticket/Display.html?id=7169 >
>
> I want to propose a modification to the path finding module:
>
> I think I want to change the boolean "is_dangerous" into a bitvector
> that indicates which turns the tile is dangerous on. The "turn" is
> like the relative turn in "pf_position->turn". When all bits are set,
> the tile is always dangerous, as with triremes and non-coastal tiles.
>
> I could use this to good effect for the Battlegroups patch, where
> many gotos are planned at the same time, for a group of units.
>
> Already, the path finding's concept of dangerous tiles, in
> combination with the ability to "wait" (opting to not expend all
> movement points, while retaining the goto state) is very useful for
> anti-stacking group movement. In fact, it makes army groups of
> Musketeers work like it was intended to in the war client.
>
> However, I currently mark all tiles that any unit intends to end it's
> turn on, as "dangerous", regardless of _which_ turn. This causes the
> group to become paranoid, believing that most of the tiles are
> dangerous all the time. Members will make artful manouvers, detours
> to avoid wrongly percieved dangerous tiles.
>
> When horsing around with large battlegroups, I get this error a lot:
>
> civclient: path_finding.c:740: create_danger_segment: Assertion
> `!pf_map->d_lattice[index].is_dangerous' failed.
>
> and it looks like the reason is that too many tiles are dangerous.
> (It is the nature of battlegroups to concentrate in a small area.)
> This could also be a stand alone bug.
>
> The path finding is quite complex, but I think I could make the
> modification without actually groking the Dijkstra system.
>
> Maybe an alternative solution is to pass the is_pos_dangerous()
> callback information about the current node, by expanding the
> pf_parameter. Maybe it's also neccessary to turn off the caching? I'm
> also not sure if this would be a violation of the author's (Gregory?
> I guess he's away now) idea of a clean module - not allowing the user
> to read internal variables.
>
> Any ideas?
A change from
bool (*is_pos_dangerous) (int x, int y, enum known_type,
struct pf_parameter * param);
to
bool (*is_pos_dangerous) (int x, int y, enum known_type,
struct pf_parameter * param,
int turn);
and adding a
bool is_pos_dangerous_return_values_depend_on_turn;
to struct pf_parameter is ok for me.
How this is internally handled is another question. And if this turn
depended values are cached and it what form is another question.
Also possible are two callbacks (the current is untouched and one with
"turn" is added). This will remove the need for the extra bool option.
Raimar
--
email: rf13@xxxxxxxxxxxxxxxxx
1 + 1 = 3, for large values of 1
- [Freeciv-Dev] Re: (PR#7169) Path finding modification,
Raimar Falke <=
|
|