Register    Login    Forum    Search    FAQ Awesomenauts



Post new topic Reply to topic Go to page Previous  1 ... 4, 5, 6, 7, 8

Author Message
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Sun Jun 21, 2015 7:20 am 
Offline
User avatar

Joined: Mon Sep 30, 2013 12:13 am
Posts: 236
Ignotis wrote:
chaorace wrote:
AwesomeAI has a system in place for detecting Turret status. I could partially implement this feature portably in the form of a toolkit if you'd like


I'll get back to you on whether I need that. I have a feeling I may be able to take advantage of Ronimo's path finding to figure it out. I would set a waypoint behind a turret, then check if its possible to get there, and use that to check whether the turret is up or not. If that doesn't work, a portable version of your turret detection logic would be very, very useful.


Is there an easy way to get a true/false for if a waypoint is reachable? That would rock my world

_________________
certified vaporware peddler


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Thu Jul 23, 2015 10:14 pm 
Offline
User avatar

Joined: Mon Sep 02, 2013 5:16 pm
Posts: 1605
Location: Dænmårk
I'm pretty sure the waypoints here should be above the ground...
My bot was going back and forth trying to reach a waypoint that is unreachable.

Image


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jul 24, 2015 5:14 am 
Offline
User avatar

Joined: Mon Sep 30, 2013 12:13 am
Posts: 236
FlawlessHair wrote:
I'm pretty sure the waypoints here should be above the ground...
My bot was going back and forth trying to reach a waypoint that is unreachable.

Image


I'm getting the same problem

There's also duplicate BOTTOMHP waypoints now

Image

I'd also like it to be known that the looping issue still isn't fixed on Sorona

_________________
certified vaporware peddler


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jul 24, 2015 3:09 pm 
Offline
Ronimo Team Member
User avatar

Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8990
I have fixed the duplicate healthpack nodes and the nodes in the ground. The fix will be in the beta for the next patch. Thanks for reporting! :ayla:

chaorace wrote:
... I'd also like it to be known that the looping issue still isn't fixed on Sorona

What do you mean by that?


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jul 24, 2015 8:42 pm 
Offline
User avatar

Joined: Mon Sep 30, 2013 12:13 am
Posts: 236
Joost wrote:
I have fixed the duplicate healthpack nodes and the nodes in the ground. The fix will be in the beta for the next patch. Thanks for reporting! :ayla:

chaorace wrote:
... I'd also like it to be known that the looping issue still isn't fixed on Sorona

What do you mean by that?


Image

Image

I'm pretty sure this behavior is due to the structure of the one-way paths behind the drills and is a problem inherent in the built-in pathfinding tools. I can't work around this problem without resorting to nasty hacks that make the bot worse overall

This problem doesn't occur on other maps because their waypoint structures were fixed to avoid this problem last time

Image

but I still think the one-way paths are a little unnecessary and useless here. And no, I don't think changing this would break existing bots

This is also a good time to point out the lack of parity in placement between the behindDrill_0 and behindDrill_1 waypoints

_________________
certified vaporware peddler


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Fri Jul 24, 2015 11:44 pm 
Offline
User avatar

Joined: Wed Jul 30, 2014 3:15 pm
Posts: 1160
Location: 3 miles under in a text file
chaorace wrote:
Is there an easy way to get a true/false for if a waypoint is reachable? That would rock my world


I haven't tested this, but it's worth trying. Select a waypoint, then test if your next waypoint is in any direction or you are at your destination. If not, you cannot reach it. That much will work. What I'm not sure about is whether it can be done multiple times per tick.

_________________
"If it works well the first time, something is really, really wrong."

Veanko wrote:
Ignotis the hedgehog confirmed


STEAM


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Sat Jul 25, 2015 12:55 am 
Offline
User avatar

Joined: Mon Sep 30, 2013 12:13 am
Posts: 236
Ignotis wrote:
chaorace wrote:
Is there an easy way to get a true/false for if a waypoint is reachable? That would rock my world


I haven't tested this, but it's worth trying. Select a waypoint, then test if your next waypoint is in any direction or you are at your destination. If not, you cannot reach it. That much will work. What I'm not sure about is whether it can be done multiple times per tick.


Ah, interesting! But wouldn't this only work if you're already only one node away?

_________________
certified vaporware peddler


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Tue Aug 18, 2015 11:50 am 
Offline
Ronimo Team Member
User avatar

Joined: Thu Apr 23, 2009 5:45 pm
Posts: 8990
@Chaorace:
Thanks for the very clear GIF animations showing the problem! :) I think your suggestion to just make it a single twoway path instead of two directed paths might make bots slow when leaving, as they might want to jumpdown. At the very least the node in the air on the way out should be removed, as that is clearly causing trouble now.

We'll look into this!


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Tue Aug 18, 2015 8:58 pm 
Offline
User avatar

Joined: Mon Sep 02, 2013 5:16 pm
Posts: 1605
Location: Dænmårk
Joost wrote:
@Chaorace:
Thanks for the very clear GIF animations showing the problem! :) I think your suggestion to just make it a single twoway path instead of two directed paths might make bots slow when leaving, as they might want to jumpdown. At the very least the node in the air on the way out should be removed, as that is clearly causing trouble now.

We'll look into this!


Rather slow than stuck :)


Top 
 Profile  
 
 Post subject: Re: Changes and fixes to paths and namedAreas
 Post Posted: Tue May 17, 2016 10:17 pm 
Offline
User avatar

Joined: Mon May 26, 2014 10:25 pm
Posts: 209
Not really a big deal but i thought it is worth mentioning the first top turrets on the starstorm map don't have any waypoints to them.

Image


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic Go to page Previous  1 ... 4, 5, 6, 7, 8

cron