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Re: Fwd: path & findpath question

 

Why not give findpath one of the Check functors, so that you can decide which field is occupied and which isn’t? Seems like a sensible extension to me.

On 18.09.2014, at 12:28, Tibor Bamhor <tiborb95@xxxxxxxxx> wrote:

> I can fill a bug report, of course
> 
> But there is still a possibility that I am overlooking something...
> 
> 
> 
> 2014-09-18 12:24 GMT+02:00 Fòram na Gàidhlig <fios@xxxxxxxxxxxxxxxxxxx>:
> 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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> 
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