Topic: improve area conflicts visu

GunChleoc
Avatar
Joined: 2013-10-07, 15:56 UTC+2.0
Posts: 3317
Ranking
One Elder of Players
Location: RenderedRect
Posted at: 2019-04-26, 07:27 UTC+2.0

I have created a bug report: https://bugs.launchpad.net/widelands/+bug/1826504


Busy indexing nil values

Top Quote
Tribal-Chief
Avatar
Joined: 2018-12-09, 17:16 UTC+1.0
Posts: 62
Ranking
Likes to be here
Posted at: 2019-04-26, 09:47 UTC+2.0

Could this code help the AI as well? Curently the AI uses a hint, needs space, when building a space consumer like a farm. It then often covers the area with trees when a forester is built. (I much prefer forrester to ranger, more accurate description.)


Top Quote
Nordfriese
Avatar
Joined: 2017-01-17, 18:07 UTC+1.0
Posts: 2171
OS: Debian Testing
Version: Latest master
Ranking
One Elder of Players
Location: 0x55555d3a34c0
Posted at: 2019-04-26, 12:47 UTC+2.0

Should only "direct" overlaps be indicated or also where the new workarea will overlap with the workarea of the enhancement of an existing building? I would suggest that the latter is also shown, but in a different colour.

Could this code help the AI as well? Curently the AI uses a hint, needs space, when building a space consumer like a farm.

No, this code part is only for visualization. AI has no access to it as far as I know (but it already can get the information anyway by checking for nearby buildings that have workareas).

Edited: 2019-04-26, 13:01 UTC+2.0

Top Quote
hessenfarmer
Avatar
Joined: 2014-12-11, 23:16 UTC+1.0
Posts: 2845
Ranking
One Elder of Players
Location: Bavaria
Posted at: 2019-04-26, 13:43 UTC+2.0

The AI code does have routines to separate space consumers from each other. However this information needs some weighing factors which are developed by AI Training.


Top Quote