[7237][7261] AI is too eager to raze newly conquered buildings
Bug #1395521 reported by
DragonAtma
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Medium
|
TiborB |
Bug Description
In recent versions (it's been confirmed in dailies 7237 and 7261) if the AI conquers a military building, it tries to connect it by road. If it can't, it will raze the building, sending the units that conquered it on a random walk -- even if they're far enough from the frontline that they'll die from the random walk before they reach a friendly economy.
My suggestion is that it limits the razing to buildings close to one of their economies and, if feasible, to first create a new road as close to the border as possible.
More info on the problem is here: https:/
Related branches
lp:~widelands-dev/widelands/ai-enhancements
- SirVer: Approve
-
Diff: 937 lines (+301/-203)12 files modifiedsrc/ai/ai_help_structs.h (+17/-11)
src/ai/defaultai.cc (+238/-171)
src/ai/defaultai.h (+5/-4)
src/economy/portdock.cc (+17/-13)
src/logic/playercommand.cc (+8/-4)
src/logic/warehouse.cc (+1/-0)
tribes/atlanteans/port/conf (+4/-0)
tribes/atlanteans/shipyard/conf (+1/-0)
tribes/barbarians/port/conf (+4/-0)
tribes/barbarians/shipyard/conf (+1/-0)
tribes/empire/port/conf (+4/-0)
tribes/empire/shipyard/conf (+1/-0)
Changed in widelands: | |
status: | New → In Progress |
Changed in widelands: | |
milestone: | none → build19-rc1 |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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I will look at it after seafaring-ai is merged because I do not want two branches modifying the same portions of code.