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    Posts made by ELynx

    • RE: Flag 'ignoreRoads' set to true prevent pathfinding on roaded wall

      @orlet Idea of ignoring roads was to try and tweak everything 😃

      I disliked how they jigsawed around trying to be on the road more, especially when I specifically designed most of them to have same number of legs as other bodyparts. Idea with plainCost == 1 is more logical step, yes.

      As for documentation, well, it is not even a side effect, just a long train of thoughts. Solved I guess 8).

      posted in Technical Issues and Bugs
      ELynx
    • RE: Flag 'ignoreRoads' set to true prevent pathfinding on roaded wall

      Interestingly creeps can 'hop off' such obstacles if adjacent tiles are walkable.

      Here is a sim picture with example setup: 0_1555056546808_ignoreRoads.png

      Pathfinding has no problem to go from roaded wall to plains.

      So as workaround I now set flag to 'false' only when going to harvesting. Maybe this is interesting for someone.

      posted in Technical Issues and Bugs
      ELynx
    • Flag 'ignoreRoads' set to true prevent pathfinding on roaded wall
      • Shard: shard 3, but should not be shard-specific
      • What happened: when Creep::moveTo used with ignoreRoads: true, pathfinding does not 'see' roaded wall as walkable. This prevent creep from navigating through such roads. This might be intentional, but not documented.
      • What should have happened: roaded wall should be considered walkable even when ignoreRoads is true. Or ignoreRoads whould have documented side effect (I can do docs and pull request if needed).
      • To reproduce: use Creep::moveTo to position that is only accessible via roaded wall, and try different flag values.

      Here is a reply of my miner struggling to get to source: https://screeps.com/a/#!/history/shard3/E39N2?t=5889387 As soon as I changed the flag source was successfully navigated to 😎

      And code snippet, source is a placeholder for actual Source object

      const rc = creep.moveTo(source, { ignoreRoads: true, maxRooms: 1, range: 1 });

      posted in Technical Issues and Bugs
      ELynx