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The pathfinding is now implemented as part of the action code, and that is wrong, it should be part of the player code, because the path that is found is only ever hypothetical. Also it ie expensive, so should not be replicated on all computers in a networked game. So have pathfinding called from task.c, but not move.c.
This would require that move tasks be private to each player, and not broadcast over the network. So the logical thing to do is to stop broadcasting all tasks, only actions, and for each game loop to only process local ai players. Also the shared state should not include tasks or plans. Plans should be private, it should be irrelevant to the referee code what the plan for each unit should be, only what its actions are.
I agree. I discussed this with Stan a long time ago. I remember that he had some good arguments why plans and tasks also should be broadcasted, but I am not sure to what extent they still apply today. They might have had to do with performance, which is not an issue any longer. I will have to do some email archeology to find out. Or maybe Stan can comment on this?
OK, I've been trolled - or more accurately, had the lure bobbed up and down in my face. :-)
These don't seem like really strong arguments though; I suspect everything could be made to work OK with local plans and tasks.
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