-
Notifications
You must be signed in to change notification settings - Fork 102
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
Units do not move out of the way of construction when edges of constuction is blocked #1691
Comments
Some remarks by various people:
|
Is there a simple replay I can look at that shows this issue early on? |
This replay shows it on the second batch of queued wind farms: https://discord.com/channels/549281623154229250/1286802236650815551/1287373051683541013 |
So this replay then? https://bar-rts.com/replays/13fdef6628d75c15d79c42c1c5930e5d |
Engine 2555 affected |
BAR dac88466c4cf4b1cdc3a6738aafad3c5d06092c9 UNAFFECTED |
Yes indeed, but it turns out that a gameside change triggered the issue, namely a difference in collision volume or movedef footprint. |
Note that I pushed a hotfix to the game: beyond-all-reason/Beyond-All-Reason@c090171 |
note from me i will be going through all of bars units and make changes to units that i find that have a mismatch on footprint vs movedeff sizing at some point and time |
Engine should probably still handle this somehow. Either make units move according to the appropriate footprint or adjust mismatched footprint |
Are there any good reasons for the unit foot print to be different from the move type foot print? |
Otherwise we can force align the unit footprint to the movedef's footprint. |
There are some possible reasons to have them different. Most of them seem weak so I think it's fine to change though.
|
It would be nice to modify mobile-mobile repulsion radius and profile (ie the force-distance function). But I would only use it and expect it to make sense when used to differentiate units within a pathfinder size. I made a PR ages ago with a multiplier for unit pushing size. |
in this case i think it doesnt make sense for the footprint to be smaller than the movedeff. the selection square should reflect the area that the unit occupies. this gives the player to have the GUI reflect what is going on at the technical level without needing debuger tools or having to place a building to see the occupancy.
footprints in bar go to as far as needed to cover the buildings. units shouldnt be exempt from this.
IMO no. but i have not really seen use cases where this would be benificial. |
I have found a simple, consistent, and deterministically reproducible way to see this bug:
It happens when and only when:
The queued building only contains yellow blocking squares on any of the rightmost column of small-squares:
if all blocked squares are only within the rightmost single column of squares, then the commander does not receive a command to move out of the way and is blocked indefinitely.
Also happens with luaui/luarules disable, doesnt matter what structure you place.
armck
(construction bot) andarmcv
(construction vehicle) andarmfark
are not affected by this bug.If another unit queues a structure with the last column overlapping an
armcom
, then thearmcom
never moves out of the way:armch
(construction hovercraft) gets no move out of the way command on both RIGHT column blocking, or BOTTOM row blocking.Raised by quite a few people on discord: https://discord.com/channels/549281623154229250/724924957074915358/1287439088076460065
The text was updated successfully, but these errors were encountered: