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Fix pathfinding #7522
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Fix pathfinding #7522
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ephphatha
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Nov 10, 2024
ephphatha
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Nov 10, 2024
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Does this PR also fix #6103 ? |
Probably not, this fixes the pathfinding algorithm but doesn't change how stuns are handled. |
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The previous implementation didn't behave quite like A-* is supposed to. After trying to figure out what's causing it and giving up, I've reimplemented it in a straightforward manner. Now it seems to work a lot better. Also increases maximum player path length to 100 steps. We still only store the first 25 steps in the save file for vanilla compatibility.
@ephphatha @qndel @AJenbo Ready for review and playtesting! |
AJenbo
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The previous implementation didn't behave quite like A-* is supposed to.
After trying to figure out what's causing it and giving up, I've reimplemented it in a straightforward manner.
Now it seems to work a lot better.
Also increases maximum player path length to 100 steps.
We still only store the first 25 steps in the save file for vanilla compatibility.
Why draft?
Benchmarking shows that the new algorithm is about twice as fast:
If we go ahead with this fix, we can consider increasing the max path length for the player in a follow-up PR.
Here is what a somewhat long path looks like:
We may want to tune it further to prefer diagonal steps first more reliably.