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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #2397 AI cannot navigate a doorway
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
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    Not triaged
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Description
[http://sourceforge.net/p/ufoai/bugs/2397 Item 2397] imported from sourceforge.net tracker on 2013-01-28 19:30:37


in r28889
the AI cannot navigate around doorways. the AI gets stuck next to doorways or in rooms and just stand there.
I think its a off by 1 type of error. as I have seen the AI get near the doorway, but then stand one tile to the side of the doorway
its not that the AI is hiding from me, because when they get in this 'mood' they stand in the corner of the room and stop interacting.
===== Comments Ported from Sourceforge =====

====== markhawrylak (2010-03-15 01:33:45) ======

AI gathering near doorway
====== markhawrylak (2010-03-15 01:38:15) ======

playing in r29000, I have attached an image UFO77.jpg that highlights the issue

I play the cemetery map, and I place my units in the configuration as highlighted in blue.
I then press next turn and over and over,
The AI attempts to hit me a few times, then it just goes quiet. when I peer around the hedges (ufo77.jpg red highlights) the AI is standing against the wall doing nothing. I think the AI is unable to navigate around the hedge to hit me, I am expecting the AI to pop around and kill me, but it does not.
I hope this helps to make the AI better/More aggressive

CM_LoadMap: "-cemetery/cem_ +craft_drop_firebird +g01 +g02 +p12 +p01 +d01 +g02 +d01 +g01 +p05 +p09 +p04 +p01 +p07 +p12 +d01" "-8 -16 0 -8 8 0 16 -8 0 -16 16 0 8 0 0 16 -16 0 0 8 0 8 8 0 16 8 0 8 16 0 -16 -16 0 -16 -8 0 0 0 0 -16 0 0 -8 0 0 -16 8 0"
====== aduke1 (2010-03-16 21:39:11) ======

If I read the AI code right, they *should* come around those corners and try to kill you.

However, we had some optimizations regarding AI path calculation recently. Could you plz go back some 200-300 revisions and see if the problem was there back then ?
====== tlh2000 (2010-04-30 13:32:20) ======

the ai would not move if the actors are visible for the ai actors. they would try to shoot it as a best target, no? i mean if the ai thinks that those soldiers could be killed, there is no need to walk around the corner. so maybe it's a more a problem of the map brushes than the pathfinding?
====== aduke1 (2010-04-30 18:57:31) ======

Interesting theory, but
1. why then don't they shoot ?
2. what's so special about the brush ?
====== aduke1 (2010-05-04 22:02:48) ======

demo map
====== aduke1 (2010-05-04 22:04:30) ======

I created a little map that clearly proves that it's not the brush nor the doorway.
It's the AI.
Investigating...
====== aduke1 (2010-05-09 21:00:28) ======

r29839 'fixes' this problem. I removed the 'fairness-check' that tried to reduce the benefits that alien AI has because it knows where your soldiers are without seeing them.

Note that this will significantly change the alien behaviour (much more agressive) up to the point where we want the old AI back ;) We'll see ...
====== sf-robot (2010-05-24 02:20:25) ======

This Tracker item was closed automatically by the system. It was
previously set to a Pending status, and the original submitter
did not respond within 14 days (the time period specified by
the administrator of this Tracker).
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