Opened 5 years ago

Closed 5 years ago

Last modified 5 years ago

#5462 closed defect (fixed)

auto-tasking broken ?

Reported by: serveurix Owned by:
Priority: Release Blocker Milestone: Alpha 24
Component: Simulation Keywords: regression
Cc: Krinkle Patch: Phab:D1969, Phab:​D1987, Phab:D1983, Phab:D1979, and Phab:D1907.

Description

In recent svn (r22394), units seem to stop in their actions.

I heven't investigated but it looks like the auto-taking is broken : units targeted to a tree that has disappeared just stay there, units targeted to a moving target (e.g. hunting a deer) go to the point the unit was and stop there.

Attachments (2)

commands.txt (32.1 KB ) - added by serveurix 5 years ago.
metadata.json (19.8 KB ) - added by serveurix 5 years ago.

Download all attachments as: .zip

Change History (9)

by serveurix, 5 years ago

Attachment: commands.txt added

by serveurix, 5 years ago

Attachment: metadata.json added

comment:1 by elexis, 5 years ago

Component: Core engineSimulation
Milestone: BacklogAlpha 24

comment:2 by Krinkle, 5 years ago

I can reproduce this as well. On recent test games in the dev builds, quite often found units I assigned to hunt or cut wood are not doing anything, and yet they are not considered "idle" either. Which indeed suggests a bug with the task queue (the one chained with Shift) and/or automatic tasks ("find other nearby wood").

Depending on what caused this, it might also expose a second bug, because at least they should've been considered Idle. But if this was caused by an invalid state of some kind, then that presumably is fine to not recognise.

comment:3 by Krinkle, 5 years ago

Cc: Krinkle added

comment:4 by wraitii, 5 years ago

There's a few different things at play from your descriptions:

it looks like the auto-taking is broken

As a preliminary comment: there is no "the auto-tasking", since that's implemented separately for each order and there's no real common code there.

units targeted to a tree that has disappeared just stay there

Fixed by D1979.

units targeted to a moving target (e.g. hunting a deer) go to the point the unit was and stop there.

Most likely fixed by D1983

Depending on what caused this, it might also expose a second bug, because at least they should've been considered Idle. But if this was caused by an invalid state of some kind, then that presumably is fine to not recognise.

They fact they're not considered idle is quite normal, because these units are stuck in "GATHERING.APPROACHING" state, which isn't idle (even if they're not moving, as not moving ≠ idle). So no secondary bug there, just improvements to UM:UAI coupling needed and some fixing following my recent changes.

comment:5 by wraitii, 5 years ago

I couldn't reproduce any situation where the order queue was broken post D2066.

Much like #5461, this is fixed in general by no revision in particular but a combination of multiple diffs improve AI and Motion, mostly: D1969, ​D1987 D1983, D1979, and D1907.

comment:6 by wraitii, 5 years ago

Patch: Phab:D1969, Phab:​D1987, Phab:D1983, Phab:D1979, and Phab:D1907.
Resolution: fixed
Status: newclosed

This was fixed by a combination of the above diffs.

comment:7 by elexis, 5 years ago

Keywords: regression added
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