Issue information

Issue ID
#8574
Status
New
Severity
None
Started
PcPocket
Mar 15, 2015 4:02
Last Post
PcPocket
Mar 15, 2015 22:46
Confirmation
N/A

PcPocket - Mar 15, 2015 4:02

As said in title, path_search is failing with long distances.

What I did to test:

- Set MAX_WALK_PATH to 200
- Disabled monster random walk
- Create a script that would summon a monster and used unit_walk

From prontera 150 155 I could make monsters move to prontera 150 108, lower than 108 the monsters would not move as the path failed to be encountered, even though it's a straight line and there is absolute no obstacles.

This post has been edited by PcPocket on Mar 15, 2015 15:08

Emistry - Mar 15, 2015 9:43

if not mistaken, i think the view range also affect it ??

PcPocket - Mar 15, 2015 14:53

I don't think so, didn't find the word 'view' in unit.c / path.c
Why would view affect walking distance? View affect only spotting distance I think

Well, another thing is that even with 200 as max_walk_path, I can't even walk with my char with a distance greater than around 20~30 ( didn't count ).

Note: I did change the max value for max_walk_path in path.h as well.

@Edit

My baaaad.. I've just realized that I didn't actually change max_walk_path haha, now I've really changed it from 32 to 200. But monsters stills don't walk long distances, max achvied was from 155 to 108, so... 47 tiles.

This post has been edited by PcPocket on Mar 15, 2015 15:11

Ind - Mar 15, 2015 17:37

there is also a hardcoded limitation on path.h that limits the maximum number of instructions in a walkdata struct (and each instruction is a cell you move). However if I'm not mistaken raising that affects the way walkdata is calculated, so you get unexpected things

PcPocket - Mar 15, 2015 22:46

#define MAX_WALKPATH 200

yeah.. this one, right? ( Originally 32 )

That's what I'm saying, the way things are, you can't reach long distances, making unit_walk quite useless.