Opened 3 years ago

Closed 11 months ago

#5151 closed defect (fixed)

Garrisoning units in a movable object will cause the movable object to skip movement steps or be completely stuck.

Reported by: asterix Owned by: wraitii
Priority: Must Have Milestone: Alpha 24
Component: Simulation Keywords: obstruction, garrisoning
Cc: temple, wratii Patch: Phab:D1418, Phab:D2775

Description (last modified by asterix)

Also discussed here: https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/&page=35

Steps to reproduce:

  1. make a unit with visible garrison options
  2. Make the garrison units obstructions overlap to the front (and perhaps in the back)
  3. Go in-game and garrison the movable unit with soldiers
  4. try to move the movable object into different directions and see the result

https://gyazo.com/cec4c29a680f459b6a804d0bc37f0cb8 https://gyazo.com/748f65a1e6a44fecc7b442de9da22e2e

Change History (8)

comment:1 by asterix, 3 years ago

exodarion said also: So both images show the soldiers inside the hydrophant and with both the unit in the front causes the skipping I fixed it by moving that front unit further to the back

comment:2 by asterix, 3 years ago

Description: modified (diff)
Summary: Garrisoning units in a moveable object will causes the moveable object to skip movement steps or be completely stuck.Garrisoning units in a movable object will cause the movable object to skip movement steps or be completely stuck.

comment:4 by Imarok, 2 years ago

Component: UI & SimulationSimulation

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

comment:5 by wraitii, 22 months ago

Owner: set to wraitii
Patch: D1418

comment:6 by wraitii, 11 months ago

Resolution: fixed
Status: newclosed

In 23710:

Enable garrisoning on gates / fix movement of units with visible garrison points

This addresses two related issues:

  • Units visibly garrisoned on gates keep the gate open.
  • Units visibly garrisoned on entities keep their pathfinding blocker flags.

Remove the block-movement flag from visibly garrisoned entities.
Keep a list of entities that cannot move and thus should not count towards gate-opening logic.

Packing logic is kept separate: it is more related to entities having 'alternate forms' with different capabilities than being currently incapable of moving.

Based on work by temple

Comments by: Freagarach

Tested by: Nescio

Fixes #2679
Fixes #5151

Differential Revision: https://code.wildfiregames.com/D1418

comment:7 by wraitii, 11 months ago

Patch: D1418Phab:D1418, Phab:D2775
Resolution: fixed
Status: closedreopened

Changes reverted, reopened at D2775

comment:8 by wraitii, 11 months ago

Resolution: fixed
Status: reopenedclosed

In 23731:

Enable garrisoning on gates / fix movement of units with visible garrison points (2nd commit)

This is the same commit as rP23710 / D1418, fixing noted issues.

This addresses two related issues:

  • Units visibly garrisoned on gates keep the gate open.
  • Units visibly garrisoned on entities keep their pathfinding blocker flags.

De-activate the obstruction of visibly-garrisoned entities, fixing the 2nd issue.
Keep a list of entities that cannot move and thus should not count towards gate-opening logic.

Packing logic is kept separate: it is more related to entities having 'alternate forms' with different capabilities than being currently incapable of moving.

Based on work by temple

Fixes #2679.
Fixes #5151.

Differential Revision: https://code.wildfiregames.com/D2775

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