Opened 2 years ago

Closed 20 months ago

Last modified 20 months ago

#4656 closed defect (fixed)

Reset AlertRaiser when a building is captured

Reported by: fatherbushido Owned by: temple
Priority: Should Have Milestone: Alpha 23
Component: UI & Simulation Keywords:
Cc: Patch:

Description

When a building is captured the alert is not reset. So the new owner still have its building under alert.

Change History (9)

comment:1 Changed 2 years ago by elexis

Keywords: simple added
  • file AlertRaiser.js
  • reset should be done upon OnOwnershipChanged

comment:2 Changed 2 years ago by stanislas69

Refs, D601, D403

comment:3 Changed 2 years ago by mimo

Keywords: simple removed
Milestone: BacklogAlpha 22

does not look like a simple ticket as i think part of the component will certainly have to be redesigned:

  • currently when the cc which has launched the alert is captured (or destroyed), the player has no ways to remove the alert of all its structures/units which have been put previously under alert (with for example the effect that the back-to-work button won't work on these units, btw maybe it should be disabled in the gui for units under alert as the simulation prevent it to work). But more importantly, when captured, the behaviour of the units on alert is controlled by the enemy (it can stop the alert and make all units to ungarrison).
  • also, the alert on a given unit/building can in principle be issued by two different cc, and this is not currenlty foreseen, possibly leading to weird cases

I think for A22, we should provide a patch which at least fix the problem that units on alert are controlled by the player which has captured the cc. Then what should be the fate of these units and how to remove them from the alert would need some redesign and could be delayed for A23.

see phab:D690

Last edited 2 years ago by mimo (previous) (diff)

comment:4 Changed 2 years ago by temple

mimo, see also phab:D681. It seems by coincidence we both decided to try to fix the town bell problems at the same time.

comment:5 Changed 2 years ago by mimo

Not really a coincidence :-) i looked at it because of this ticket. And the goal of D690 is to have minimal changes for a fix before a22 the problem that the enemy can control some of our units when the cc is captured. As i said there, to fix all problems will need a redesign and should be done after the release.

comment:6 Changed 2 years ago by elexis

Milestone: Alpha 22Work In Progress

From the meeting today:

(19:21:18) elexis: #4656 dunno if that has to be on the milestone, wouldn't complain if someone would commit something described there though
(19:23:49) Itms: push #4656

comment:7 Changed 21 months ago by temple

Phab:D681 fixes this since units don't have an alert status.

comment:8 Changed 20 months ago by temple

Owner: set to temple
Resolution: fixed
Status: newclosed

In 21074:

Remove the alert status on units

Differential Revision: https://code.wildfiregames.com/D681
Reviewed by: causative
Fixes: #4185, #4656

comment:9 Changed 20 months ago by temple

Milestone: Work In ProgressAlpha 23
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