Project

Profile

Help

HostedRedmine.com has moved to the Planio platform. All logins and passwords remained the same. All users will be able to login and use Redmine just as before. Read more...

Bug #657396

Goto path drawing bug with exhausted unit and maglev

Added by Marko Lindqvist over 3 years ago. Updated over 2 years ago.

Status:
Closed
Priority:
Normal
Assignee:
-
Category:
General
Sprint/Milestone:
Start date:
Due date:
% Done:

0%

Estimated time:

Description

Jacob Nevins <jtn>:

"In the attached savegame, select [l tgt="unit" id=6870 name="Settlers" /] and try to set a goto path.

The drawn path has filled blobs every step as long as the unit is on a maglev, as if it would take a turn per tile, but all the turn numbers are the same; and I think the path chosen is correct (it doesn't think the maglev is extra costly and avoid it).

I think this must be something do with the unit having no move points and the maglev having no move cost.

S2_6 r33825, Qt client, civ2civ3 ruleset."

toltecs-T0276-Y01784-manual.sav.bz2 (963 KB) toltecs-T0276-Y01784-manual.sav.bz2 Marko Lindqvist, 2017-05-03 10:03 PM
0move_maglev.png (629 KB) 0move_maglev.png Marko Lindqvist, 2017-05-03 10:04 PM
pf_exhausted_moves.patch (2.35 KB) pf_exhausted_moves.patch Anonymous, 2018-07-17 11:51 PM
settler_move.png (1.14 MB) settler_move.png Anonymous, 2018-07-17 11:52 PM
musket_move.sav.bz2 (12.2 KB) musket_move.sav.bz2 Anonymous, 2018-08-03 10:29 PM
pf_exhausted_movesV2.patch (2.3 KB) pf_exhausted_movesV2.patch Anonymous, 2018-08-15 11:13 AM
250
250

History

#1 Updated by Jacob Nevins over 2 years ago

  • Sprint/Milestone changed from 2.6.0 to 2.6.1

#2 Updated by Anonymous over 2 years ago

Chosen path is also incorrect there, it should go via north hill. You can check that next turn when units will be at full moves and path will be correct ( or it could be also correct from another starting point)

#3 Updated by Anonymous over 2 years ago

If settle goes via south then it woudl have 3/6 mvoes left, if via north it woudl have 4/6

#4 Updated by Anonymous over 2 years ago

250

Attached patch is to test. Its rather workaround, because path was bad too.
Now everything looks ok, even path.

#5 Updated by Anonymous over 2 years ago

  • Status changed from In Progress to Resolved
  • Assignee set to Anonymous

#6 Updated by Anonymous over 2 years ago

  • Status changed from Resolved to Closed

#7 Updated by Anonymous over 2 years ago

  • Status changed from Closed to In Progress

Reverted commit, in some cases goto number every tile still exist.

#8 Updated by Anonymous over 2 years ago

Attached new save with another case - but full movement points - take active musket on mountain with full moves and try set goto somewhere west on railroad.
Musket is surrounded by tiles with at least 2MP required. Path on railroad shows steps every tile agai.

#9 Updated by Anonymous over 2 years ago

Attached patch fixes only 'blobs' every tile which is related to goto_tile_state(..) for normal goto
it doesnt fixes:
1) HOVER_CONNECT, HOVER_PATROL cases
2) wrong path
3) wrong number to turns might be displayed after exhausing moves ( eg in save "musket_move", musket reaches nearest hill/mountain in step 0, but goto says he can reach also next tiles with railroad in the same step 0

2 and 3 come somehwere from pathfinding.c

#10 Updated by Anonymous over 2 years ago

  • Status changed from Resolved to Closed

Also available in: Atom PDF