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Pathfinding Fixes (Water Nukes / Lakes) 💧 (#3714)
## Description: Fixes water-pathfinding errors that started appearing after the first water nuke and persisted across the rest of the match. Users reported warships "getting stuck" (stopped moving). <img width="374" height="281" alt="image" src="https://github.com/user-attachments/assets/de38b8f1-c4d8-469e-b3a7-d0cef4dfb772" /> ### Summary - The new `AbstractGraphBuilder.buildClusterConnectionsFromCache` was buggy _(The cached edge costs reused by "clean" clusters were keyed by tile pair without their original `(clusterX, clusterY)`, so a boundary edge could be re-stamped with the wrong cluster and become untraversable by the query-time single-cluster bounded A*. The cache now stores `{ cost, clusterX, clusterY }` and `buildClusterConnectionsFromCache` preserves the original attribution when re-adding the edge.)_ - Warships: `findTargetUnit` now skips trade ships that are not in the warship's water component, avoiding pathfinding to provably unreachable targets. - Warships: On `patrol` `NOT_FOUND`, clear `targetTile` so the warship picks a new target. This is a defensive guard for the rare case where a water nuke splits the component between target selection and pathfinding - without it, the warship retries the same now-unreachable target every tick and spams the log forever. ### Test - Added a Warship test verifying that trade ships in a different water component are not targeted. ## Please complete the following: - [X] I have added screenshots for all UI updates - [X] I process any text displayed to the user through translateText() and I've added it to the en.json file - [X] I have added relevant tests to the test directory - [X] I confirm I have thoroughly tested these changes and take full responsibility for any bugs introduced ## Please put your Discord username so you can be contacted if a bug or regression is found: FloPinguin
This commit is contained in:
@@ -83,6 +83,10 @@ export class WarshipExecution implements Execution {
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const patrolTile = this.warship.patrolTile()!;
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const patrolRangeSquared = config.warshipPatrolRange() ** 2;
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// Lazy: only computed if a TradeShip candidate forces the component check.
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// `undefined` = not yet computed; `null` = computed, no component found.
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let warshipComponent: number | null | undefined = undefined;
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const ships = mg.nearbyUnits(
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this.warship.tile()!,
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config.warshipTargettingRange(),
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@@ -113,6 +117,17 @@ export class WarshipExecution implements Execution {
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) {
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continue;
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}
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if (warshipComponent === undefined) {
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warshipComponent = mg.getWaterComponent(this.warship.tile());
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}
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if (
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warshipComponent !== null &&
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!mg.hasWaterComponent(unit.tile(), warshipComponent)
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) {
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continue;
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}
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if (
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mg.euclideanDistSquared(patrolTile, unit.tile()) > patrolRangeSquared
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) {
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@@ -220,6 +235,7 @@ export class WarshipExecution implements Execution {
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break;
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case PathStatus.NOT_FOUND: {
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console.log(`path not found to target`);
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this.warship.setTargetTile(undefined);
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break;
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}
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}
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@@ -219,7 +219,10 @@ export class AbstractGraphBuilder {
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// Partial rebuild state
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private cleanClusters: Set<number> | null = null;
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private oldEdgeCosts: Map<number, Map<number, number>> | null = null;
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private oldEdgeCosts: Map<
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number,
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Map<number, { cost: number; clusterX: number; clusterY: number }>
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> | null = null;
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constructor(
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private readonly map: GameMap,
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@@ -664,8 +667,12 @@ export class AbstractGraphBuilder {
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this.oldEdgeCosts.set(tileMin, inner);
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}
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const existing = inner.get(tileMax);
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if (existing === undefined || edge.cost < existing) {
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inner.set(tileMax, edge.cost);
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if (existing === undefined || edge.cost < existing.cost) {
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inner.set(tileMax, {
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cost: edge.cost,
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clusterX: edge.clusterX,
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clusterY: edge.clusterY,
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});
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}
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}
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}
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@@ -690,9 +697,19 @@ export class AbstractGraphBuilder {
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const tileMin = Math.min(nodes[i].tile, nodes[j].tile);
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const tileMax = Math.max(nodes[i].tile, nodes[j].tile);
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const cost = oldEdgeCosts.get(tileMin)?.get(tileMax);
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if (cost !== undefined) {
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this.addOrUpdateEdge(nodes[i].id, nodes[j].id, cost, cx, cy);
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const entry = oldEdgeCosts.get(tileMin)?.get(tileMax);
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if (entry !== undefined) {
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// Preserve the ORIGINAL (clusterX, clusterY) from the old graph.
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// The path for a boundary edge between two clusters lives in whichever
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// cluster's BFS originally found it; attributing it to `cx,cy` here
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// would break query-time single-cluster bounded A*.
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this.addOrUpdateEdge(
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nodes[i].id,
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nodes[j].id,
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entry.cost,
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entry.clusterX,
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entry.clusterY,
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);
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}
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}
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}
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@@ -7,6 +7,7 @@ import {
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PlayerType,
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UnitType,
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} from "../src/core/game/Game";
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import { TileRef } from "../src/core/game/GameMap";
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import { setup } from "./util/Setup";
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import { executeTicks } from "./util/utils";
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@@ -200,6 +201,38 @@ describe("Warship", () => {
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("Warship does not target trade ships in different water components", async () => {
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// build port so warship can target trade ships
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player1.buildUnit(UnitType.Port, game.ref(coastX, 10), {});
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const warshipTile = game.ref(coastX + 1, 2);
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const tradeShipTile = game.ref(coastX + 1, 12);
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const warship = player1.buildUnit(UnitType.Warship, warshipTile, {
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patrolTile: warshipTile,
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});
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game.addExecution(new WarshipExecution(warship));
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const tradeShip = player2.buildUnit(UnitType.TradeShip, tradeShipTile, {
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targetUnit: player2.buildUnit(UnitType.Port, game.ref(coastX, 10), {}),
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});
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// Mock different water components
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game.getWaterComponent = (tile: TileRef) => {
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if (tile === warshipTile) return 1;
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return 2;
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};
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game.hasWaterComponent = (tile: TileRef, component: number) => {
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return game.getWaterComponent(tile) === component;
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};
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executeTicks(game, 10);
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// Trade ship should not be captured because it's in a different component
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expect(tradeShip.owner().id()).toBe(player2.id());
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});
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test("MoveWarshipExecution fails if player is not the owner", async () => {
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const originalPatrolTile = game.ref(coastX + 1, 10);
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const warship = player1.buildUnit(
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