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IDProjectCategoryView StatusLast Update
0003100The Dark ModAIpublic26.02.2013 19:41
Reportersotha_sil Assigned Tograyman  
PrioritynormalSeveritynormalReproducibilityalways
Status resolvedResolutionfixed 
Product VersionTDM 1.07 
Target VersionTDM 2.00Fixed in VersionTDM 2.00 
Summary0003100: Having an unaccessible path_flee_point breaks AI fleeing behavior
DescriptionIf there is a two path_flee_points that of which one is not accessible to the AI, the AI will not flee at all.

The AI will stand there, immobilized and scream for help. It does not attempt to reach the flee_point that it could reach.

This is problematic since different map sections might not be accessible to the AI from another section, but all the AI of the same team do need a local path_flee_point to which they can escape.
Steps To ReproduceThere are three maps in the maps.zip.
Fleepoint_one.map - single flee point. Works.
Fleepoint_two.map - two flee points, both accessible for the AI. Works.
Fleepoint_two_noaccess.map - two fleepoints, one is accessible, one is not. AI will not flee at all.
TagsNo tags attached.

Activities

sotha_sil

sotha_sil

26.04.2012 18:08

reporter  

maps.zip (3,277 bytes)
grayman

grayman

26.02.2013 19:41

viewer   ~0005114

When evaluating which of several escape points was the best, the code was considering points that the AI couldn’t get to. Fix is to only consider reachable points.

rev. 5703:

EscapePointEvaluator.cpp
EscapePointManager.cpp

Issue History

Date Modified Username Field Change
26.04.2012 18:08 sotha_sil New Issue
26.04.2012 18:08 sotha_sil File Added: maps.zip
26.02.2013 19:08 grayman Assigned To => grayman
26.02.2013 19:08 grayman Status new => assigned
26.02.2013 19:41 grayman Note Added: 0005114
26.02.2013 19:41 grayman Status assigned => resolved
26.02.2013 19:41 grayman Resolution open => fixed
26.02.2013 19:41 grayman Fixed in Version => TDM 2.00
26.02.2013 19:41 grayman Target Version => TDM 2.00