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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
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@@ -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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