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Prevent blocking during placement

Open nvs opened this issue 9 years ago • 5 comments

This would assist players in knowing whether or not their latest placement in fact blocks the monsters' path. Now, some might say that not blocking is a skill one must learn. In a sense, that is a correct notion. However, that is probably the only reason to not implement automatic block checking. Typically one blocks due to a mistake or oversight. And often the results can be game ending.

Regardless, this will not be implemented without a bit of feedback since this would essentially change the core gameplay. Although, I personally see no honest downsides.

nvs avatar Jul 10 '16 03:07 nvs

Another interesting notion is that if blocks were guaranteed not to happen, then I do not believe that creeps would need the ability to attack. In turn, this would mean that a player's maze being attacked would no longer be a concern.

nvs avatar Jul 11 '16 23:07 nvs

Of course, that does not mean that creeps will not become confused. Because of this, issuing a move order periodically to them may be something to consider.

nvs avatar Jul 18 '16 22:07 nvs

At the very least, an improvement to the existing block behavior could be implemented.

nvs avatar Sep 20 '16 07:09 nvs

Implementation of this will proceed. Details are still up in the air, but due to the nature of the problem (a 2D grid where a path must be guaranteed between landmarks and predictable wall extensions) it may not be necessary to implement a pathfinding algorithm (e.g. A*).

nvs avatar Oct 18 '17 21:10 nvs

This should be much simpler to introduced in Lua. Jass had the ops limit, and working around it was a pain. Not to mention the lack of performant data structures.

nvs avatar Jul 14 '19 06:07 nvs