View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005286||The Dark Mod||AI||public||06.07.2020 14:04||06.07.2020 14:40|
|Product Version||TDM 2.08|
|Target Version||TDM 2.09|
|Summary||0005286: Number of times seen: not increased when civilian detects player at close range|
|Description||Number of times seen is not increased in particular case.|
I think conditions are:
1) AI is civilian (flee, not fight)
2) AI is enemy (won't consider you friend)
3) AI discovers you by sighting you immediately at a very close distance (e.g. walking from behind).
|Steps To Reproduce||Run the attached test map.|
When it starts, the noblewoman has her back to you. Walk around so that she can see you - she will run to the flee point at the other end of the room. Now go frob the stone pillar - that will display various mission statistics. Note that numberTimesPlayerSeen, sightingScore, and stealthScore are all zero.
|Additional Information||Reported by joebarnin here:|
|Tags||No tags attached.|
test2.pk4 (5,318 bytes)
This was broken by related issue 0003063.
The increase of "number of times seen" is delayed until AI goes through some preliminary phase of CombatState ("reactipn").
However, civilians don't get through this phase: instead, they quickly switch to fleeing. But the number is not increased when they do so...
|I would say the whole chunk of code starting with "if ( enemyEnt->IsType(idPlayer::Type) && !m_ignorePlayer)" in idAI::UpdateEnemyPosition should be extracted into separate method. Then this method can be called from CombatState::Think when ignorePlayer is cleared.|
|06.07.2020 14:04||stgatilov||New Issue|
|06.07.2020 14:04||stgatilov||Status||new => assigned|
|06.07.2020 14:04||stgatilov||Assigned To||=> stgatilov|
|06.07.2020 14:04||stgatilov||File Added: test2.pk4|
|06.07.2020 14:17||stgatilov||Relationship added||related to 0003063|
|06.07.2020 14:21||stgatilov||Note Added: 0012645|
|06.07.2020 14:40||stgatilov||Note Added: 0012646|