Opened 9 years ago
Last modified 9 years ago
#3532 closed defect
Units can go through obstruction after long-path to the edge — at Initial Version
Reported by: | elexis | Owned by: | |
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Priority: | Must Have | Milestone: | Alpha 19 |
Component: | Core engine | Keywords: | pathfinding |
Cc: | Patch: |
Description
As reported in #3410, units can go through obstructions. This ticket should deal with one particular case.
Reproduce:
- Issue a walk order to the edge of a building or resource (The goal has to be far enough away so that the long-pathfinder will compute the path)
- Once reached that point, issue a walk order to the center of the building.
If you enable the obstruction and pathfinder overlay in the developer menu you will be easier able to see if you selected a long-path and a waypoint that will trigger the error.
Using this recipe you can enter every static obstruction, buildings, resources, but not units and you can also not leave the map.
Notice a second bug: If you get a short-path instead of a long-one, you will not be able to get as close to the obstruction as you should be able to get. The unit will cancel the move earlier.
Change History (3)
by , 9 years ago
Attachment: | commands_cav_in_cc.txt added |
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by , 9 years ago
Attachment: | commands_infantry_in_cc.txt added |
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Replay with only two commands (infantry inside CC, r17136)
by , 9 years ago
Attachment: | cav_inside_cc.gif added |
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Replay with the overlays enabled. The blue cell shows the goal of the longpath. Red are impassable cells. The bug is triggered reliably if the target (blue) is a neighboring cell of an impassable one (red).
Replay with only two commands (cavalry inside CC, r17136)