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 Post subject: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 1:50 pm 
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In patch 2.6 we are going to do some fixes and cleanup for AI paths and namesAreas. With the next beta patch (hopefully coming today) you will be able to see these in detail, so you will also be able to spot any issues. Please post everything you feel should be fixed/improved/changed here. Be sure to include screenshots, since text descriptions are not clear enough!

For example:
-Some pathnodes are accidentally called _0 on both sides, instead of _0 on the left and _1 on the right
-Some pathnodes are missing, like a healthpack path that only exists on one side
-Vinnie might have to be added to the Yuri-only paths (since he can also permanently fly)
-Some paths might have to exclude Swiggins because he cannot make certain jumps
-Maybe more pathnodes need an identifier so they can be targeted to move towards directly

(We will not make any changes for patch 2.5, since anything changed here needs to be tested extensively.)


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 2:16 pm 
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Joost wrote:
-Vinnie might have to be added to the Yuri-only paths (since he can also permanently fly)

Could you consider a way to specify if a naut should take a regular or flying path? This would be especially useful for Ayla AIs (and maybe Clunk AI too if hover tapping gets perfected for it) where flight has a downside and wouldn't always be the best option.


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 2:27 pm 
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Hexicube wrote:
Joost wrote:
-Vinnie might have to be added to the Yuri-only paths (since he can also permanently fly)

Could you consider a way to specify if a naut should take a regular or flying path? This would be especially useful for Ayla AIs (and maybe Clunk AI too if hover tapping gets perfected for it) where flight has a downside and wouldn't always be the best option.

No, too much work, since we don't have a system to do more than just pure class checks right now. This thread is only for changes that fit into the current system.


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 4:10 pm 
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Thank you Joost!

:leoneyes: Beta! :leoneyes:

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 5:58 pm 
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Awesome news, thanks Joost!


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jun 06, 2014 8:02 pm 
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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Sat Jun 07, 2014 12:15 am 
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Joost wrote:
-Vinnie might have to be added to the Yuri-only paths (since he can also permanently fly)


:clap: :clap: YES. ALL OF MY YES. :clap: :clap:

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Sat Jun 07, 2014 12:56 am 
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TheMesp wrote:
:clap: :clap: YES. ALL OF MY YES. :clap: :clap:


Noo! You want him to be more OP now /o\

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RIP AI Station 404, you will be missed in soloqueue. The only map in which you can reliably defend by yourself.


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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Jun 12, 2014 1:07 am 
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Proposal:

Remove this waypoint (Ribbit IV top platform near base):
Image

This waypoint is inaccessible to bots most of the time because the platform to the right has no waypoint on it! However, this is not why I think this waypoint should be removed. In addition, when a bot does get to this waypoint (usually Lonestar or Clunk), it may start trying to path towards the top springboard (because the path between the two waypoints is not one-way, which it should be), which, because of the positioning of the springboard, means the bot will not trip the springboard waypoint! This results in the bot going into an infinite springboard loop, which you've probably seen in-game before.

An alternate solution would be to add a new waypoint to the right of the problem waypoint, on the platform below the top platform, which makes reaching it normally possible, and reassigning the path between the problem waypoint and the springboard waypoint to be one-way. Of course, this still makes this specific set of waypoints useless, so there should also be some one-way paths leading from the problem waypoint and the new waypoint downwards to waypoints near the FinalStand waypoint

Larger view:
Image

By doing this, you'll both solve a bug with the current bots, while also make future AI pathfinding more intelligent

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 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Jun 12, 2014 10:35 am 
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Ribbit IV Waypoint bugs/oddities:
(Mentioned areas are highlighted in red)
Image

Has a double for the other team, but shares the same name:

BOSSSPOT_0 (Drill)
BOTTOMLEFT_TOWER2 (Second bottom tower)
UPPERLEFT_TOWER2 (Second top tower)
NEUTRAL_LEFT1 (Jungle middle level, off to the side)

Has no double, and is not in map center:

UPPERLANE_LEFT (On red side, between top two turrets)
FIRSTHP_1 (On first blue health pack near drill)

Has double, but breaks naming conventions:
LAUNCHLEFT (Red) / LAUNCHRIGHT (Blue) (Launchpad)

Has multiple labelled nodes in the same area (According to the AI editor):

UPPERLEFT_TOWER2 (Second top tower, red)
LAUNCHLEFT
LAUNCHRIGHT

Ribbit IV Named Waypoint Requests:

Top center jungle
Image
Middle center jungle
Image
Bottom center jungle
Image

General map requests:
Add area indicators for when turrets fall, similar to the ATTACKBASE_RED/ATTACKBASE_BLUE indicators?

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