URL:
<http://gna.org/bugs/?21871>
Summary: Pathfinding handles pontoon bridges poorly
Project: Freeciv
Submitted by: persia
Submitted on: Fri 28 Mar 2014 07:12:49 PM JST
Category: ai
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Release:
Discussion Lock: Any
Operating System: Any
Planned Release:
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Details:
When determining if a pontoon bridge will be available for use for a
future move in pathfinding, the current capacity is checked, without regard to
the expected future capacity based on the current orders of units using the
bridge. Further, there is no confirmation that the transport apparently
providing a pontoon bridge is expected to remain at the target location in the
future.
Due to discrepancies between the current conditions and the conditions
that will apply at the time the path is actually used, there are two possible
situations: either a path is calculated, and the unit stops being able to
continue on the path at some point (circumstances have changed), or the path
is asserted to be invalid, even when the unit would be able to continue on the
path were it started.
Attached is an artificial one-player savegame demonstrating the issue.
Ordering the Explorer to GoTo either of the Ruins in the client will expose
the two behaviour issues (progress the game by a couple turns to watch). Also
attached is a patch tested with r24736 that permits the path in the case where
there is an expectation of success, and blocks the path in the case where
there is an expectation of failure.
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File Attachments:
-------------------------------------------------------
Date: Fri 28 Mar 2014 07:12:49 PM JST Name: transport-capacity-demo.sav.gz
Size: 8kB By: persia
<http://gna.org/bugs/download.php?file_id=20447>
-------------------------------------------------------
Date: Fri 28 Mar 2014 07:12:49 PM JST Name:
improve-pontoon-bridge-handling-in-patchfinding.patch Size: 3kB By: persia
<http://gna.org/bugs/download.php?file_id=20448>
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<http://gna.org/bugs/?21871>
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