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Avoid creeps within range (SK to start) #4
Comments
very basic example for costMatrix and radius around creep:
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I can think of two moments where it makes sense to invalidate the path and recalc:
Option 1 doesn't require any extra storage. We can just run the chain of ifs whenever this creep enters an SK room. But I like Option 2. It's better to repath early, as soon as possible. For that to work, our intrepid creep needs two new pieces of data in |
I like option 2 too, but it also leads to more work, or at least new questions to consider. |
zipped variant :)
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type: Feature Request 💡
about: Avoid creeps during long distance travels.
labels: enhancement
Summary
The main idea is to add a new feature - avoid SK while traveling through SK rooms.
Basic example
When creep travel to another room throught an SK rooms, the path that was calculated from beggining of it's travel does not include creeps in rooms, without room visibility, it also moves around the creep, just like around any other obstacle(too close for argeesive creeps);
Motivation(explanation)
Why are we doing this? What use cases does it support? What is the expected outcome?
ideas:
(mnuck)
ok, cache invalidation. we can look at a SK room's name and know it's an SK room. we could say......if the user has requested this feature, and if we don't already have it in the cache, and if we have visibility, run the hunk of code you pasted and recalc the path? (edited)
to be continued...
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