View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0002866 | The Dark Mod | AI | public | 21.09.2011 19:54 | 29.09.2011 19:28 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | sometimes |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.06 | ||||
Target Version | TDM 1.07 | Fixed in Version | TDM 1.07 | ||
Summary | 0002866: AI don't close "shouldBeClosed" doors after searching near them | ||||
Description | When an AI that's been alerted by an open "shouldBeClosed" door finishes his search, he walks away w/o closing the door. | ||||
Tags | No tags attached. | ||||
Pause alert level decrease rate in Observant state when handling doors and elevators. Otherwise, if the alert level drops into Idle state while handling a door or elevator, that handling is terminated, which isn’t good. In the interest of reducing stim processing for closed doors, moved the “is door closed” check when receiving a visual stim in front of the “can I see the door” check. Otherwise, a closed door will ping every AI w/in its radius (500) but the AI won't shut it down until it can see the door. A guard not patrolling will receive endless pings the way the code was. If an AI spots a suspicious door, but another AI is already investigating it, don’t join in. Joining in can lead to congestion around the door as the AI search. Don’t process a suspicious door stim if investigating. Either another AI will handle it, or you’ll see it again when you’re done searching. If you're handling a door and you received a door stim, only respond to it if you're still approaching the door you're handling. Otherwise, forget about the suspicious door and finish handling the current door. If the suspicious door is one you were already going to pass through, close it from the far side when done searching. Then continue on your way. Otherwise, divert from your patrol, search around the suspicious door, and when done, close it from the side you were on when first alerted. Handle sliding doors. Changed CBinaryFrobMover::GetRotationAxis() to recognize sliding doors. rev. 4982: ObservantState.cpp State.cpp SuspiciousState.cpp HandleDoorTask.cpp HandleDoorTask.h Memory.cpp Memory.h BinaryFrobMover.cpp BinaryFrobMover.h FrobDoor.cpp FrobDoor.h entity.cpp ai.cpp player.cpp |
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Date Modified | Username | Field | Change |
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21.09.2011 19:54 | grayman | New Issue | |
21.09.2011 19:54 | grayman | Status | new => assigned |
21.09.2011 19:54 | grayman | Assigned To | => grayman |
29.09.2011 19:28 | grayman | Note Added: 0004051 | |
29.09.2011 19:28 | grayman | Status | assigned => resolved |
29.09.2011 19:28 | grayman | Resolution | open => fixed |
29.09.2011 19:28 | grayman | Fixed in Version | => TDM 1.07 |
29.09.2011 19:42 | grayman | Note Edited: 0004051 |