View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004036 | The Dark Mod | AI | public | 14.01.2015 20:34 | 24.03.2017 20:06 |
Reporter | grayman | Assigned To | grayman | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.03 | ||||
Target Version | TDM 2.06 | Fixed in Version | TDM 2.06 | ||
Summary | 0004036: AI getting blocked going through door | ||||
Description | If an AI is trying to get through a door, and another AI is standing in the way, it's possible for the first AI to start treadmilling against the second. This is due to PickWhere2Go() in HandleDoorTask. It's constantly resetting move.moveDest each time PickWhere2Go() is called, which delays recognizing that the AI is blocked and the other AI has to be told to reconcile the block. A simple fix attempted in 2.03 fixed the problem, but created another, where a group of AI might have the master running out of control, back and forth through the door (manroy). | ||||
Tags | No tags attached. | ||||
Allow AI that can’t operate doors to approach a door and enter its door queue, but not progress further until the door is opened by someone else. Otherwise, the AI gets stuck bumping repeatedly against the door, or stuck in the door opening as another AI comes through. rev. 6558: State.cpp |
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The fix for this problem caused the fence at the beginning of 'A Noble Home' to have problems after opening the door to where the player's gear has been stored. Since the solution involves changing the door-handling code, I've opted to move this from 2.04 to 2.05, since it's going to need a lot of testing. |
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The fence in ANH can't operate doors. In order for him to know he can go through the door into the cellar, we need to handle his "forbidden areas" knowledge. Perhaps telling him that the door has been opened when it starts to open, instead of waiting for it to completely open: void CBinaryFrobMover::OnStartOpen(bool wasClosed, bool bMaster) { TellRegisteredUsers(); // <- add this And possibly change the door-handling code so an AI that can't operate doors can still take advantage of the door queue when the door is open and he can fit through the opening, in case there are other AI around trying to use the door at the same time. |
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ANH is being removed from the mission list, to be replaced with a differently designed version telling the same story. So don't worry about the fence's behavior. |
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Putting back the original fix. Rev 6780. State.cpp |
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Date Modified | Username | Field | Change |
---|---|---|---|
14.01.2015 20:34 | grayman | New Issue | |
14.01.2015 20:34 | grayman | Status | new => assigned |
14.01.2015 20:34 | grayman | Assigned To | => grayman |
15.01.2015 04:30 | grayman | Description Updated | |
07.12.2015 15:55 | grayman | Note Added: 0007902 | |
07.12.2015 15:55 | grayman | Status | assigned => resolved |
07.12.2015 15:55 | grayman | Resolution | open => fixed |
07.12.2015 15:55 | grayman | Fixed in Version | => TDM 2.04 |
01.05.2016 03:27 | grayman | Relationship added | related to 0004311 |
01.05.2016 18:15 | grayman | Note Added: 0008129 | |
01.05.2016 18:15 | grayman | Status | resolved => assigned |
01.05.2016 18:15 | grayman | Resolution | fixed => open |
01.05.2016 18:15 | grayman | Fixed in Version | TDM 2.04 => |
01.05.2016 18:15 | grayman | Target Version | TDM 2.04 => TDM 2.05 |
01.05.2016 18:19 | grayman | Note Added: 0008130 | |
01.05.2016 18:31 | grayman | Note Edited: 0008129 | |
01.05.2016 18:32 | grayman | Note Edited: 0008130 | |
01.05.2016 18:32 | grayman | Note Edited: 0008130 | |
01.05.2016 18:32 | grayman | Note Edited: 0008130 | |
21.10.2016 15:27 | grayman | Target Version | TDM 2.05 => TDM 2.06 |
24.03.2017 19:33 | grayman | Note Added: 0008777 | |
24.03.2017 20:05 | grayman | Note Added: 0008779 | |
24.03.2017 20:06 | grayman | Status | assigned => resolved |
24.03.2017 20:06 | grayman | Resolution | open => fixed |
24.03.2017 20:06 | grayman | Fixed in Version | => TDM 2.06 |