Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

safer movement for princess #4765

Merged
merged 1 commit into from
Sep 21, 2023

Conversation

kuronekochomusuke
Copy link
Collaborator

@kuronekochomusuke kuronekochomusuke commented Sep 10, 2023

  • adjust fall tolerance range to 0.50 and 1.0 instead of 0.0 to 1.0 for PSRs.
    Behavior -> Highway Menace ---- Never takes a risk.

  • when calculating fallback paths use lower of getRunMPwithoutMASC and getRunMP(MPCalculationSetting.NO_GRAVITY)
    so that when there is low gravity fewer extended moves will be used.

  • these should lower the chance for having excessive PSR movement failures when there is low gravity.

fixes #2698

Copy link
Collaborator

@Sleet01 Sleet01 left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Looks reasonable to me.

@@ -1239,8 +1239,8 @@ protected MovePath continueMovementFor(final Entity entity) {

final long startTime = System.currentTimeMillis();
getPathRanker(entity).initUnitTurn(entity, getGame());
final double fallTolerance =
getBehaviorSettings().getFallShameIndex() / 10d;
// fall tolerance range between 0.50 and 1.0
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

One of the problems with the path ranking algorithm is that it doesn't normalize the "how much damage can I possibly take from enemy fire" evaluation and the "how much damage can I take from falling" evaluation. The latter is always going to be considerably lower, because you only fall over once during a move, but get shot at by many things. This is an ok stopgap for smaller matches, but will have little effect during larger fights.

@NickAragua NickAragua merged commit 5fa96dd into MegaMek:master Sep 21, 2023
4 checks passed
@kuronekochomusuke kuronekochomusuke deleted the princessSaverMovement branch October 25, 2023 22:12
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

[0.48] Princess scraps own units by overusing low/high gravity movement bonus
3 participants