Opened 4 years ago

Closed 4 years ago

Last modified 4 years ago

#5656 closed defect (fixed)

INDIVIDUAL.COMBAT.CHASING but idling

Reported by: elexis Owned by: Silier
Priority: Release Blocker Milestone: Alpha 24
Component: Simulation Keywords:
Cc: Patch: Phab:D2517

Description (last modified by elexis)

In this replay with r23292, there are two skirmisher cavalry units of mine that received queued orders to hunt deer.

But instead of going there, they stood around in the idle animation in INDIVIDUAL.COMBAT.CHASING state.

When they received a non-queued order, the state was reset.

Replay at Phab:F1188774

Attachments (2)

screenshot1054.jpg (819.3 KB ) - added by elexis 4 years ago.
screenshot1055.jpg (1.1 MB ) - added by elexis 4 years ago.

Download all attachments as: .zip

Change History (8)

by elexis, 4 years ago

Attachment: screenshot1054.jpg added

by elexis, 4 years ago

Attachment: screenshot1055.jpg added

comment:1 by elexis, 4 years ago

Description: modified (diff)

One of them has entityID 24688.

comment:2 by Freagarach, 4 years ago

Entity 24688 is due to #5610 (please note they were in the "CHASING"-state, not "APPROACHING"). (Happens around turn 900.) The reason why its two friends didn't experience the same behaviour is because they received an order to go from chasing to attacking in the same turn the deer died. In attacking there *is* a check for dead targets, whilst in chasing there is not.

comment:3 by Silier, 4 years ago

Milestone: Alpha 24Work In Progress
Owner: set to Silier
Patch: Phab:D2517

comment:4 by elexis, 4 years ago

Description: modified (diff)
Keywords: regression removed
Milestone: Work In Progress
Resolution: duplicate
Status: newclosed
Summary: INDIVIDUAL.COMBAT.APPROACHING but idlingINDIVIDUAL.COMBAT.CHASING but idling

The other skirmisher cavalry was 24737, it was also in the CHASING state, so I reasonably assume it's the same issue.

Thanks for the investigation!

comment:5 by Silier, 4 years ago

Resolution: duplicatefixed

In 23566:

React to target death properly when chasing

Differential Revision: https://code.wildfiregames.com/D2517
Reviewed by: Freagarach
Comments by: elexis, Stan
Fixes: #5610 #5656

Introduce likelyFailure check in the movementupdate for chasing state missing since rP22526.
Use new order and substate for Chasing to get into the wanted range and avoid that way issue with running - walking tracking or animation variants.

Fixing issue when attacker would not react to the death of the target while chasing it in stances where results for abandoning chasing are always false and also do not rely on timer ending chasing for the rest of stances.

comment:6 by elexis, 4 years ago

Milestone: Alpha 24
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