Major improvement to the Xconq kernel
Jim Kingdon
kingdon@panix.com
Fri Nov 14 03:05:00 GMT 2003
> A new path-finding code by Peter Garrone has just been checked in. It uses
> the Astar algorithm and lives in the new source file path.c.
Cool.
So far I found:
* One case of a suboptimal path (went around an independent town the
wrong way, for one hex more than needed).
* One case where an infantry just sat there in one my my towns, about
3-5 hexes short of its destination. It was apparently using up its
ACP on each turn. Won't be able to do anything about this unless I
notice it happening again (as in, I'm not even 100% sure it was
really a bug I saw).
* One SIGSEGV. Most interesting part of the stack trace follows.
Because the default compilation uses -O, it is hard to quickly
look at the variables at that point.
#5 0x080af4da in point_in_dir (x=6, y=0, dir=135856599, xp=0xbfffde44, yp=0x0)
at world.c:1459
#6 0x08076069 in attack_blockage (side=0x8381a98, unit=0x8189dcc,
dirp1=1108574732) at ai.c:2483
#7 0x0807144b in ai_react_to_task_result (side=0x6, unit=0x8189dcc,
task=0x8416394, rslt=TASK_FAILED) at ai.c:553
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