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petra adaptation to changes in dock positioning in random maps

Description

petra adaptation to changes in dock positioning in random maps

Details

Committed
mimoFeb 14 2018, 7:52 PM
Parents
rP21212: [i18n] Updated POT and PO files.
Branches
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Build Status
Buildable 4969
Build 8568: Post-Commit BuildJenkins

Event Timeline

elexis added a subscriber: elexis.Feb 14 2018, 8:11 PM

rP21179? How did it affect the AI? The fact that the building can exist at gamestart and can be captured? (On migration and islands there are docks on gamestart already, but owned by the player)
I have one more map adding docks. (In case there is some problem with petra, removing such things isn't a problem.)

mimo added a comment.Feb 14 2018, 8:56 PM

rP21179? How did it affect the AI? The fact that the building can exist at gamestart and can be captured? (On migration and islands there are docks on gamestart already, but owned by the player)
I have one more map adding docks. (In case there is some problem with petra, removing such things isn't a problem.)

Yep, the problem was the docks at gamestart (and also possibly those placed by the player since the recent change footprint -> obstruction). Petra used to find the land and sea index (in its connectivity maps) by looking at the position of the center of the dock which was always in the overlap between land passability and water passability. This seems to be no more the case, but the fix was easy, i now start from the position of the center and look at the first water-passable tile when going toward the front of the dock, and the first land-passable when going toward the back. That seems to work (and be more robust). So it's ok (otherwise i would have complained ;)