Chokepoint detection issues

Issue #18 new
Petr Šťavík created an issue

Hello, first of all, I don't know if my reported issues are even solvable and if they are not indented to work this way and some of these are just ideas how, in my opinion, should something work. Well

1) Some chokepoints are just "Too long", for example look at Andromeda_CHP1, Benzene_CHP1, HeartBreakRidge_CHP1. MoonGlaive_CHP2, TauCross_CHP2. There were such chokepoints on almost every map I looked at.

2) I think it would be really nice, if the line connecting the chokepoint center was perpendicular to the actual chokepoint. To demonstrate this, take a look at Benzene_CHP2, where it could be perpendicular to the ramp or at TauCross_CHP1, where it could be perpendicular to the bridge. I don't know if this is solvable and I guess it highly depends on region detection.

3) It would be great if one was able to identify all ramps on map through chokepoints, but that is not possible now, look at MoonGlaive_CHP1, CircuitBreaker_CHP1, CircuitBreaker_CHP2

4) Some of the detected chokepoints are just odd, for example tiny chokepoint in Destination_CHP1 or one in EmpireOfTheSun_CHP1

Comments (1)

  1. Alberto Uriarte repo owner

    Thanks Petr for the detailed report. Maybe you should have opened four issues instead of one ;)

    1) True, in the new version I'm thinking on label them differently. Something like "chokepoints" and "connections". For pathfinding is good to have a big region divided in small ones.

    2) Yes, it's doable I will try to fix this. And this is related to krasi0's suggestion about detecting the start and the end of a chokepoint (also working on that).

    3) That is a nice suggestion but not easy to implement. During the chokepoint detection I don't take into account the highness of the terrain (it doesn't know anything about ramps). But I can figure out something ;)

    4) The overall chokepoint detection is improved in the new version, wait for it.

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