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Resource Gathering AI Improvements #216

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3 of 10 tasks
MNoya opened this issue Apr 28, 2016 · 0 comments
Open
3 of 10 tasks

Resource Gathering AI Improvements #216

MNoya opened this issue Apr 28, 2016 · 0 comments

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@MNoya
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MNoya commented Apr 28, 2016

  • Add idle position-differential thinker while not actively chopping wood, to determine that the builder has stopped while trying to reach a tree and should try to move around choosing another close to it
  • Add more data to trees, such as the list of builders currently working on it (instead of a single one) and access level (an unreachable tree has 0 while a solitary tree has 8 or even more peons that could work on it)
  • Make a "Tree Island" system that keeps references to trees in certain zone, to improve the efficiency of decisions and tree finding
  • Ordering multiple gatherers to grab from a tree:
    • should always go towards that island
    • assign more than one builder to each tree when there aren't enough reachable trees to gather from
  • Try to make these scripts library-able
    • order filtering should be transparent
    • provide a settings file
  • DeterminePathableTrees should save to file per map while IsInToolsMode(), load to save processing
@MNoya MNoya added this to the Refactoring milestone Apr 28, 2016
@MNoya MNoya added the Epic label May 22, 2016
MNoya added a commit that referenced this issue May 24, 2016
DeterminePathableTrees now saves to file per map while IsInToolsMode(),
file is loaded on main client to save processing
MNoya added a commit that referenced this issue May 26, 2016
gather.lua callbacks, getting rid of datadriven OnOrder with filters
instead.
MNoya added a commit that referenced this issue May 27, 2016
MNoya added a commit that referenced this issue May 28, 2016
MNoya added a commit that referenced this issue Jul 4, 2016
Updated shredder gather to the new system
@MNoya MNoya mentioned this issue Aug 18, 2016
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