Skip to content
This repository has been archived by the owner on Sep 19, 2022. It is now read-only.

Diagonal map #39

Open
erlend-sh opened this issue Jan 21, 2021 · 1 comment
Open

Diagonal map #39

erlend-sh opened this issue Jan 21, 2021 · 1 comment
Labels
enhancement New feature or request good first issue Good for newcomers

Comments

@erlend-sh
Copy link
Contributor

Our current map looks like this:
88F710FB-2F93-417A-9C54-74A241186A03

It has to look this way right now because of a pathing quirk:

To fix the pathing issue, we'll need to entirely rethink the algorithm that chooses where the creeps wants to go. Currently it goes towards the closest enemy, but due to the shape of the map (before the above), sometimes enemies in the center are closer than the towers in the assigned lane. To fix this, for now, I changed the map shape and it works much better.

For the future, we might need to implement the algorithm in a way that the creep follows a predetermined path until it is in aggro range of an enemy, at which point it will start going towards it. That isn't strictly necessary for now as the new map shape seems to work very well for our needs:

Once we’re no longer blocked on the above, we’d like to get closer to this:
CAC92F4B-D636-449B-A1DB-174BB227B01C

The game map can be changed by doing like this: 1b37ca9

With some clever arrangements, it might already be possible to achieve a diagonal layout that works within our current constraints.

@erlend-sh erlend-sh added enhancement New feature or request good first issue Good for newcomers labels Jan 21, 2021
@Winsalot
Copy link
Collaborator

Instead of discussing an immediate solution, I would like to say that if #38 was implemented, then this issue could be easily solved by spawning creeps with with automatically queued attack-move (=go to location, but start fighting if you encounter any enemies along the way) orders.

Example in case of diagonal map: A creep needs to go from Radiant (bottom left) and take top lane path. Then such creep could be spawned anywhere in it's base and just have two attack-move (A-move) orders queued up: 1. A-move to top left, 2. A-move to top right (enemy base). Given well tuned aggro radius the creep should take top lane path and only go off-course if it encounters some enemies.

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
enhancement New feature or request good first issue Good for newcomers
Projects
None yet
Development

No branches or pull requests

2 participants