PTR Changelog 2016-02-15
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This describes the changes on the Public Test Realm.
Introduced new
PathFindermodule.This module has been created by Marcel Laverdet (aka The_General) and has the following features:
- It is implemented in fully native C++ code and makes use of JPS algorithm which drastically improves performance.
- It contains hardcoded terrain data for all the world rooms. The search can span multiple rooms even through rooms you can't see, although you won't be able to detect any dynamic obstacles like creeps or buildings.
- You can use CostMatrix instances to modify move costs for certain positions during the search.
This module is experimental and disabled by default. Run
PathFinder.use(true)in order to enable it in the game methods.API Changes
Added new options to
Room.findPathmethod:costCallbackignoreRoadsmaxRooms
Options
ignore,avoid, andheuristicWeightcannot be used when the new PathFinder is enabled. UsecostCallbackoption instead.
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"The search can span multiple rooms even through rooms you can't see, although you won't be able to detect any dynamic obstacles like creeps or buildings"
So, If we make sure we got vision, the path finder automatically detects and avoids walls for example?
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@Dissi: yes, exactly. And even if we have no vision, it will still consider terrain walls and swamps, and different configurations of exits.