atlantean AI still runs out of spidercloth at times
Bug #1499619 reported by
king of nowhere
This bug affects 1 person
Affects | Status | Importance | Assigned to | Milestone | |
---|---|---|---|---|---|
widelands |
Fix Released
|
Medium
|
TiborB |
Bug Description
I've noticed playing 7525 that an atlantean AI player (green) has locked himself without spidercloth. it has no farms to feed the spider farm, and no spidercloth to make new farms.
instead it has made a labyrinth, a castle and four towers.
AI should be instructed to save its spidercloth unless it has one fully finished farm. A good instruction could be: if you have 0 farms, never start a castle, labirynth, toolsmith or shipyard; if there are three or less spidercloth in warehouse, don't make any building requiring spidercloth except farms. should not be too difficult to implement.
Related branches
lp:~widelands-dev/widelands/ai_persistent_data
- GunChleoc: Approve
- TiborB: Needs Resubmitting
-
Diff: 3712 lines (+1264/-792)50 files modifiedsrc/ai/ai_help_structs.h (+47/-11)
src/ai/ai_hints.cc (+1/-1)
src/ai/defaultai.cc (+1042/-705)
src/ai/defaultai.h (+35/-23)
src/game_io/game_player_info_packet.cc (+11/-1)
src/logic/player.cc (+40/-5)
src/logic/player.h (+22/-0)
tribes/atlanteans/blackroot_farm/conf (+1/-0)
tribes/atlanteans/farm/conf (+2/-2)
tribes/atlanteans/fish_breeders_house/conf (+2/-1)
tribes/atlanteans/foresters_house/conf (+1/-1)
tribes/atlanteans/hunters_house/conf (+1/-1)
tribes/atlanteans/labyrinth/conf (+1/-0)
tribes/atlanteans/planks/conf (+1/-1)
tribes/atlanteans/quarry/conf (+2/-1)
tribes/atlanteans/sawmill/conf (+2/-2)
tribes/atlanteans/smokery/conf (+1/-1)
tribes/atlanteans/spiderfarm/conf (+2/-2)
tribes/atlanteans/toolsmithy/conf (+1/-1)
tribes/atlanteans/weaving-mill/conf (+2/-2)
tribes/atlanteans/well/conf (+2/-2)
tribes/atlanteans/woodcutters_house/conf (+2/-1)
tribes/barbarians/bakery/conf (+1/-1)
tribes/barbarians/farm/conf (+1/-1)
tribes/barbarians/hardener/conf (+2/-1)
tribes/barbarians/hunters_hut/conf (+1/-1)
tribes/barbarians/lime_kiln/conf (+3/-0)
tribes/barbarians/lumberjacks_hut/conf (+2/-1)
tribes/barbarians/metalworks/conf (+2/-2)
tribes/barbarians/quarry/conf (+1/-1)
tribes/barbarians/rangers_hut/conf (+1/-0)
tribes/barbarians/reed_yard/conf (+2/-1)
tribes/barbarians/smelting_works/conf (+1/-1)
tribes/barbarians/trainingcamp/conf (+1/-0)
tribes/barbarians/well/conf (+2/-1)
tribes/empire/armorsmithy/conf (+2/-1)
tribes/empire/bakery/conf (+1/-0)
tribes/empire/bread/conf (+1/-1)
tribes/empire/flour/conf (+1/-1)
tribes/empire/foresters_house/conf (+1/-0)
tribes/empire/lumberjacks_house/conf (+2/-1)
tribes/empire/piggery/conf (+1/-1)
tribes/empire/quarry/conf (+2/-1)
tribes/empire/sawmill/conf (+2/-2)
tribes/empire/stonemasons_house/conf (+2/-2)
tribes/empire/toolsmithy/conf (+2/-2)
tribes/empire/vineyard/conf (+1/-1)
tribes/empire/well/conf (+2/-1)
tribes/empire/winery/conf (+2/-2)
tribes/empire/wood/conf (+1/-1)
tags: | added: atlanteans computerplayer |
tags: | added: savegame |
Changed in widelands: | |
importance: | Undecided → Medium |
status: | New → Confirmed |
Changed in widelands: | |
milestone: | none → build19-rc1 |
tags: |
added: ai removed: computerplayer |
Changed in widelands: | |
status: | Fix Committed → Fix Released |
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I am just working on new branch which deals with construction of buildings so I will specifically look also at this problem.