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Message #02687
Re: Fwd: path & findpath question
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To:
widelands-dev@xxxxxxxxxxxxxxxxxxx
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From:
Fòram na Gàidhlig <fios@xxxxxxxxxxxxxxxxxxx>
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Date:
Thu, 18 Sep 2014 11:24:26 +0100
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In-reply-to:
<CAGCtC0C6WL3LTMLmVN=OZMPR6y8XAAQff1F4epj7K4sJLPN7uA@mail.gmail.com>
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User-agent:
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Probably nobody who is familiar with the pathfinder had time to look
into this. Is there anybody currently active who has been working on the
pathfinder?
If nobody replies in a few days, consider filing a new bug for this.
18/09/2014 10:58, sgrìobh Tibor Bamhor:
> Well, no response so far :)
>
> It seems that findpath really does not consider immovables (roads +
> flags) - for it the field is passable and that is all that is checked.
>
> Can we consider adding another check and another argument to function
> findpath() like "no immovables", and fields with any immovables would be
> ingored?
>
> Regards
>
>
> ---------- Forwarded message ----------
> From: *Tibor Bamhor* <tiborb95@xxxxxxxxx <mailto:tiborb95@xxxxxxxxx>>
> Date: 2014-09-17 15:31 GMT+02:00
> Subject: path & findpath question
> To: widelands-dev@xxxxxxxxxxxxxxxxxxx
> <mailto:widelands-dev@xxxxxxxxxxxxxxxxxxx>
>
>
> Hi,
>
> When testing road building in AI I found that findpath sometimes returns
> nonsensical paths.
>
> It claims that it found paths between two points (a have them printed
> out), but when I look at the points on map, they are not connectable
> without crossing/using another road. Subsequently AI
> runs send_player_build_road() and it fails. Is it feature or a bug? Or
> am I overlooking something?
>
> Tibor
>
>
>
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