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View Full Version : Pathing algorithm upgrade



XtrmJosh
01-09-2016, 06:41 AM
I've developed a frustration with the pathing mechanism, which is kinda hard to explain but I think I understand the exact circumstances for it. Anywhere which has fields (fire, poison, whatever) is applicable, although I've noticed it mostly with Scarabs, it also occurs with "pre-existing fields" (ones which are not created dynamically).

If you are standing beside a field, and a target is on the other side of that field, the bot will wait a short period, before walking over it. This primarily happens for me when chasing low HP scarabs. The better idea would be to step sideways around it, although of course that's not always possible.

I'm pretty sure it's caused by the heuristic calculation either weighing too heavily against walking over fields (thus hesitating before walking over it) or weighing too lightly against it (not being forced to walk around). I am on "distance" mode until the creep hits low HP, at which point I switch to chase, and it's always possible that the change to chase is taking time to kick in, but it doesn't feel like that's the case (it does happen with very low HP creeps, as well as those at the high end of low HP).

Aside from modifying the default configuration, it'd be nice to have something under "Pathfinder" where we could specify an "avoid fields" value from 0-255 (assuming that range fits nicely) which will change the pathfinder in the way described.