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Ships not checking potential moves by other ships #50

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dgets opened this issue Dec 25, 2018 · 6 comments
Open

Ships not checking potential moves by other ships #50

dgets opened this issue Dec 25, 2018 · 6 comments
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enhancement New feature or request help wanted Extra attention is needed

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@dgets
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dgets commented Dec 25, 2018

Collisions are still happening; this hasn't been implemented in all places yet. Make sure that potential moves are being stored in the appropriate array, checked, and other moves being selected if applicable. Also make sure that the array will be wiped at the end of each turn.

@dgets dgets added enhancement New feature or request help wanted Extra attention is needed labels Dec 25, 2018
@dgets dgets added this to the beta - smarter mining milestone Dec 25, 2018
@dgets dgets self-assigned this Dec 25, 2018
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dgets commented Dec 26, 2018

Okay so it looks like we've implemented the potential collision detection in analytics.NavAssist.avoid_collision_by_wait() and analytics.NavAssist.avoid_collision_by_random_scoot(). This is without having made any modifications, so there are still areas where it needs to be implemented. Nao iz zhe time on Schprockets vhere vhe find zhem.

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dgets commented Dec 26, 2018

Places where naive_navigate() is used (areas where collision avoidance most probably needs to be implemented):

  • core_processing line 146
  • core_processing line 192
  • core_processing line 196
  • seek_n_nav line 99
  • seek_n_nav line 119
  • seek_n_nav line 192
  • seek_n_nav line 197
  • mining line 49
  • mining line 102

dgets added a commit that referenced this issue Dec 26, 2018
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dgets commented Dec 26, 2018

NOTE: There may be instances where there is double processing of safe directions to move; I don't think that this will cause any real issues at this point, however. We've got plenty of processing time to burn here.

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dgets commented Dec 26, 2018

Collisions are still happening, although it appears to be happening much less frequently. I think it'd be a good idea to check seek_n_nav.Nav.generate*() to see if maybe one of those isn't implemented collision detection incorrectly.

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dgets commented Dec 30, 2018

This may have just been finally fixed up by the last commit made en route to #59.

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dgets commented Dec 30, 2018

Welp, it was not just fixed; there are still collisions taking place between my own ships under control of this bot at times. Something still isn't being done right...

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