View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0003552 | The Dark Mod | AI | public | 11.09.2013 18:02 | 11.09.2013 23:03 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 1.08 | ||||
Target Version | TDM 2.00 | Fixed in Version | TDM 2.00 | ||
Summary | 0003552: drunk_acuity_factor is applied twice to sleepers | ||||
Description | Start with an audio acuity factor of 1.0. When an AI goes to sleep, his current audio acuity value is retrieved and divided in half. During the retrieval, if he's drunk, the value is multiplied by drunk_acuity_factor, then halved, and then stored to be used while asleep. When a sound comes in and he hears it, his acuity factor is retrieved. During the retrieval, if he's drunk, the value is multiplied by drunk_acuity_factor. But the value already had drunk_acuity_factor applied to it, so it ends up being applied twice. | ||||
Tags | No tags attached. | ||||
When setting the acuities for certain states, like sleeping and blindness, be sure to adjust only the base acuity, not the base acuity multiplied by the drunk_acuity_factor. Doing the latter causes drunk_acuity_factor to be applied twice for sleepers. Also prevent acuities of -1 from occurring when an invalid acuity index is used to retrieve an acuity. Rev. 5881: AI.cpp AI.h BlindedState.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
11.09.2013 18:02 | grayman | New Issue | |
11.09.2013 18:02 | grayman | Status | new => assigned |
11.09.2013 18:02 | grayman | Assigned To | => grayman |
11.09.2013 23:03 | grayman | Note Added: 0006177 | |
11.09.2013 23:03 | grayman | Status | assigned => resolved |
11.09.2013 23:03 | grayman | Resolution | open => fixed |
11.09.2013 23:03 | grayman | Fixed in Version | => TDM 2.00 |