View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000291 | Spring engine | General | public | 2006-09-10 10:26 | 2006-10-01 16:05 |
| Reporter | ILMTitan | Assigned To | tvo | ||
| Priority | normal | Severity | feature | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Summary | 0000291: [Patch] Better behavior of Fight and Patrol | ||||
| Description | Currently, units on a fight/patrol command that attack a unit (or reclaim or repair) will return to the spot they left the fight command from before continuing. This patch changes it so that they return to closest point on their old path. | ||||
| Tags | No tags attached. | ||||
| Attached Files | |||||
| Checked infolog.txt for Errors | |||||
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I think the closest point on line can be done better without trig (faster and clearer IMO): float3 ClosestPointOnLine(const float3& l1, const float3& l2, const float3& p) { float3 dir(l2-l1); float length=dir.Length(); if(length==0) length=0.1f; dir/=length; float a=(p-l1).dot(dir); if(a<0) a=0; if(a>length) a=length; return l1+dir*a; } Otherwise, it looks ok, but we're waiting with committing until after the 0.73b1 release. |
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not committed, but implemented it myself from scratch while cleaning up a certain mess in the CommandAI code. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2006-09-10 10:26 | ILMTitan | New Issue | |
| 2006-09-10 10:26 | ILMTitan | File Added: FightReturnChanges.patch | |
| 2006-09-19 22:51 | jcnossen | Note Added: 0000381 | |
| 2006-10-01 16:04 | tvo | Status | new => assigned |
| 2006-10-01 16:04 | tvo | Assigned To | => tvo |
| 2006-10-01 16:05 | tvo | Status | assigned => resolved |
| 2006-10-01 16:05 | tvo | Resolution | open => fixed |
| 2006-10-01 16:05 | tvo | Note Added: 0000406 |