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Update Princess hazard calcs and settings #5857
Update Princess hazard calcs and settings #5857
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Would it be possible for the hazard level to be lower only in the case that the unit in question actually has leg-mounted heat sinks? Because it's not a very common feature at all. |
Codecov ReportAll modified and coverable lines are covered by tests ✅
Additional details and impacted files@@ Coverage Diff @@
## master #5857 +/- ##
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- Coverage 28.98% 28.97% -0.01%
+ Complexity 13909 13908 -1
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Files 2512 2512
Lines 267268 267308 +40
Branches 47786 47798 +12
============================================
Hits 77464 77464
- Misses 185854 185895 +41
+ Partials 3950 3949 -1 ☔ View full report in Codecov by Sentry. |
It would be possible, but would require either plumbing in that information as a parameter, saving it in the basicPathRanker, or calling some equipment access functions on the unit from within the hazard assessment functions, which I really don't want to do - these get called multiple (possibly hundreds) of times for each unit / possible path / hex and I'm worried about the performance hit. Actually, now that I look at this, we probably want to be caching the hazard value for each unit / hex / movement mode combo. And in fact there's a TODO in the PathRanker.java file requesting this... |
I would recommend adding "leg heat sink presence" to the CachedEntityState (more generally, add a hasWorkingEquipment(location) function and supporting data structure). |
This sounds like the best option, but at this late stage of 0.50.0 development I don't want to start work on it. Seems like a good candidate for 0.50.1. |
Going to add Rubble handling as well. |
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Adds a hazard estimate for Deep Snow and Rubble to Princess' path planning, which previously would cause frequent bog-down rolls due to ignorance Deep Snow's effects and PSRs from entering Rubble willy-nilly.
Deep Snow has no innate damage hazard, but contributes two hazards that could lead to sub-optimal performance for most units:
Like Mud, I've used a base hazard of 10.0 to represent the difficult-to-quantify negative score of the possibility of making a PSR or bogging down in the Deep Snow hex.
This is further modified by the units' piloting abilities and the estimate of how easily the unit might bog down, added to the number of turns it would take on average for this unit to escape being bogged down.
Conversely, Rubble can cause a PSR to affected units but only Ultra Rubble increases the PSR target by +1.
This patch now also includes updated titles for the bot config dialog's sliders, as well as corrected Bravery slider labels.
Note: given that Deep Snow does provide some benefits (additional heat dissipation for leg-mounted heat sinks; -2 to ejection rolls) we may wish to rank this hazard slightly lower than mud; in that case, I'd guess a hazard of between 5.0 and 8.0 would be appropriate.
Testing: