Opened 10 years ago

Last modified 5 years ago

#2710 new enhancement

Improve foundation placing

Reported by: Itms Owned by:
Priority: Should Have Milestone: Backlog
Component: Simulation Keywords: pathfinding
Cc: Patch:

Description (last modified by elexis)

Since r15612, some problems arise with foundations and the way uncommitted foundations (HP = 0) are handled. Miraging them can lead to strange behaviors. (fixed in r16857, r17223)

Moreover, one can cheat by hovering a preview of a building over explored territory. If a new building has been placed, or if a real entity has been destroyed, the actual entities will influence the placement restrictions so it is possible to know what is hidden.

A solution would be to create foundations as mirages, and to make them real entities only once they are committed. Obstruction problems should be handled then.

Change History (11)

comment:1 by sanderd17, 10 years ago

The design proposal was that an enemy should never be able to see an uncomitted foundation, and that it shouldn't influence the victory condition. The last one is fixed meanwhile.

That hoovering bug might be a bit strange. Maybe people should only be allowed to place foundations in currently visible places, so that's not exploitable.

And maybe, when the non-comitted foundations are invisible for the player, they could be allowed to be placed over each other, and the first one who is committed deletes the other.

comment:2 by Itms, 10 years ago

Milestone: Alpha 17Alpha 18

comment:3 by Itms, 9 years ago

After working a bit on this issue, I don't want to propose anything regarding obstruction handling, as long as the pathfinding branch is not merged. Just to keep everyone updated :)

comment:4 by Itms, 9 years ago

Keywords: pathfinding added

comment:5 by Itms, 9 years ago

Milestone: Alpha 18Alpha 19

comment:6 by elexis, 9 years ago

Milestone: Alpha 19Alpha 20

comment:7 by Itms, 9 years ago

Owner: Itms removed

I won't have time for programming anymore during the upcoming months.

comment:8 by Itms, 8 years ago

Milestone: Alpha 20Backlog

comment:9 by elexis, 8 years ago

Description: modified (diff)
Priority: Must HaveShould Have
Type: defectenhancement

OOS on rejoins have been fixed:

  • Reported in #3107, fixed by r16857. Mirages were not updated after placing a foundation into the fog of war.
  • Reported in #3271, fixed by r17223. Placing a foundation while having any unit discover a mirage at the same turn caused different entity ID order.
  • Since alpha 19 has been released, I never encountered any OOS.

Mirages and foundations work properly, just not as proposed by the design decision sanderd17 is refering. Making uncommitted foundations local entities sounds appealing, could solve that still existing building-preview-cheat, would stop towers from destroying uncommited foundations and prevent enemies from seeing CCs before the workers have arrived. The user should be able to place foundations into the fog-of-war, in particular for placing CCs.

Don't know why this ticket has the pathfinding keyword.

in reply to:  9 comment:10 by Itms, 8 years ago

Replying to elexis:

Don't know why this ticket has the pathfinding keyword.

It would deal with the obstruction manager in case you want to "mirage obstructions" when trying to place stuff. So I put the keyword in order to say: don't touch that before the new pathfinder is in. I would leave the keyword here because miraged obstructions could break pathfinding if not properly implemented.

comment:11 by Imarok, 5 years ago

Component: UI & SimulationSimulation

Move tickets to Simulation as UI & Simulation got some sub components.

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