I've commit yet another revision of the code. I fixed a bug in the new system that causes Nicowar against 3 Numbis to crash on FourSquares, allong with a couple of other bugs.
I've also implemented something completely new. In the code, I've added something called "hidden forbidden areas". These areas act exactly like forbidden areas, except that they are not visible or modifiable by the user. They are strictly for the use of the Engine. I use these hidden forbidden areas in two ways. First of all, any unit that is spinning on the spot automatically puts forbidden zone on itself. These units are spinning because they have collided paths with other units in narrow alleys. While this may thoerietically cause some problems,in practice, units only spin on the spot for more than a few frames when there is a serious clog. And I have seen this code actually dissipate clogs. I haven't seen any noticable negative impact on pathfinding. I've also implemented hiddden forbidden zones on buildings that are being upgraded. When you start an upgrade, and the building is waiting for units to clear the area arround. Now, the game automatically puts hidden forbidden zone in this area. I've tested Nicowar on a FourSquare modification where all of the enemies are fully enclosed in wheat. With the new unit allocation system. Nicowar successfully digs each of the enemies out and destroys their bases. Warriors don't get caught up in the narrow alliess, and enemies can't hide inside their ressources. Its very effective. -- Really. I'm not lieing. Bradley Arsenault. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
