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icon_project.png UFO: Alien Invasion / Closed Bug report #2139 Map "Farm" - can't climb up the stairs in houses
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This issue has been closed with status "Closed" and resolution "Not determined".
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Description
[http://sourceforge.net/p/ufoai/bugs/2139 Item 2139] imported from sourceforge.net tracker on 2013-01-28 19:22:20

Development build R25071, Windows XP SP2, but problem was observed before too, - it's common for "Farm" map
When soldiers come to stairs, they can't climb up at all, or can climb, but can't step on second floor.

Attaching screenshots and log.
===== Comments Ported from Sourceforge =====

====== roman-sharp (2009-07-12 14:57:48) ======


====== roman-sharp (2009-07-12 14:58:00) ======


====== roman-sharp (2009-07-12 14:58:44) ======


====== geever (2009-07-12 16:55:59) ======

I did checked +farm today with a fresh compilation too
map +farm (skirmish)

-farm/f_ +drop_firebird +craft_ufo_scout +field_c +stables_a +farmhouse_a +farmhouse_b +filler_l_a +silo +silo +filler_s +filler_m_a" "-8 8 0 -32 -32 0 0 -32 0 -32 0 0 -32 16 0 16 0 0 -8 0 0 -8 24 0 0 24 0 8 24 0 16 24 0

In the big house with 2 stairs:
/* From cell: */
debug_path
data at cursor XYZ(105, 156, 0) Floor(1) Ceiling(16)
connections ortho: (PX=0, NX=13, PY=0, NY=9))
connections diago: (PX_PY=0, NX_NY=0, NX_PY=0, PX_NY=0))
stepup ortho: (PX=32, NX=0, PY=32, NY=1))

/* To cell (first step of the stair) */
debug_path
data at cursor XYZ(105, 155, 0) Floor(7) Ceiling(34)
connections ortho: (PX=0, NX=0, PY=9, NY=21))
connections diago: (PX_PY=10, NX_NY=0, NX_PY=9, PX_NY=0))
stepup ortho: (PX=32, NX=32, PY=0, NY=1))

@Duke what should this^ tell to me? :) How can I find out what the problem is?

Also I could move my soldier to the same cell as a civie was standing in (in front of a staircase). He wasn't visible when I ordered my man to go there and was only detected it the last minute, after leaving that cell I couldn't move the soldier back to that cell.

My test were done using g_notu switch.

-geever
====== aduke1 (2009-07-12 19:02:06) ======

Actually, it doesn't tell us much. debug_path is merely an entry point for me to start the debugger in a convenient way ;). However, it tells us at least something.

The 'data at cursor' line should be understandable.
A connection of NY=9 means thatin negative Y direction the height of the passage is 9. We need 11 to walk upright, but is enough to crouch.
A stepup value of 32 means 'no way to step up there'.
hth
btw does this happen to be the same stairway that Mattn just posted about in our mailinglist?

The 'civie and actor in same place' is a different problem and should be (or is already?) handled elsewhere.
====== geever (2009-07-12 19:30:25) ======

So map needs to be fixed?

"btw does this happen to be the same stairway that Mattn just posted about
in our mailinglist?"

Must be the same building in the non-RMA version of this map.

"The 'civie and actor in same place' is a different problem and should be
(or is already?) handled elsewhere."

As I've said: I recompiled the +farm mapset today. So it's not handled (correctly).

-geever
====== aduke1 (2009-07-12 22:34:56) ======

Yes, it's NOT the desired behaviour.

We're currently figuring out whether the map or the code needs to be changed.

Duke
====== aduke1 (2009-07-22 21:29:50) ======

I'm assigning this item to wilminator just for easier filtering for pathfinding issues. I continue to work on this problem though.


====== aduke1 (2009-08-05 18:17:21) ======

There were two ways to solve this:
1. move the whole stairway by 2 mapunits so the front of the first step aligns properly with a 32-boundary.
2. I found a way gain a few extra QUANTs for the opening. Committed as R25553.

farm.map works nicely now( after a map-compile).
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