View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0012662 | Bionic Dues | Bug - Gameplay | Sep 23, 2013 5:13 am | Sep 26, 2013 6:46 pm | |
Reporter | windgen | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.919 | ||||
Fixed in Version | 0.923 | ||||
Summary | 0012662: Bot becomes alerted when moving outside vision range | ||||
Description | In the attached screenshot, moving south a square has caused the Blunderbot to become alerted, even though it's no longer in vision range! I think this might be due to the line-of-sight calculations not being totally symmetric. That is, sometimes the game calculates a blocked line of sight from A to B, but a clear line of sight from B to A. (B is the BlunderBot in this example.) The "proper" way to fix it would be to make sure the line of sight algorithm is symmetric. The dirty shortcut hack would be to break the symmetry by forcing all LoS calculations to come from the player. That is, when the game is checking whether a bot can see the player, to fire or become alerted, the line-of-sight code simply computes whether the player can see the bot! (Of course you still have to take into account that the bot has a different sight range than the player.) I'm marking this as "Major" because I assume that line-of-sight for alerting uses the same calculation as line-of-sight for firing. That is, I'm guessing that if the BlunderBot is replaced by a bot with a long-range weapon, it will be able to fire on the player from the fog-covered square! | ||||
Tags | No tags attached. | ||||
Internal Weight | For New Player Experience | ||||
|
|
|
|
|
FYI, we already use the "cheating" solution of having all LOS come from the player, though it's possible there are some exceptions to that in the alert code. |
|
For 0.923: * Fixed a bug where not all line-of-sight checks were symmetric (that is, if point X can see point Y, then Y always and in every condition can see X; this is interestingly enough NOT a given with simple raytracing) So sometimes an enemy would alert despite just barely not being able to see you (because they could, actually, but you just barely could not see them). Thanks :) |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 23, 2013 5:13 am | windgen | New Issue | |
Sep 23, 2013 5:15 am | windgen | File Added: bug12662.save | |
Sep 23, 2013 5:15 am | windgen | File Added: bug12662.jpg | |
Sep 23, 2013 5:16 am | windgen | Description Updated | |
Sep 23, 2013 4:35 pm | tigersfan | Internal Weight | => For New Player Experience |
Sep 23, 2013 4:35 pm | tigersfan | Assigned To | => Chris_McElligottPark |
Sep 23, 2013 4:35 pm | tigersfan | Status | new => assigned |
Sep 26, 2013 1:45 pm | keith.lamothe | Note Added: 0034086 | |
Sep 26, 2013 6:46 pm | keith.lamothe | Note Added: 0034095 | |
Sep 26, 2013 6:46 pm | keith.lamothe | Status | assigned => resolved |
Sep 26, 2013 6:46 pm | keith.lamothe | Fixed in Version | => 0.923 |
Sep 26, 2013 6:46 pm | keith.lamothe | Resolution | open => fixed |