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icon_project.png UFO: Alien Invasion / Closed Bug report #2279 Unit TU Cost miscalculation when crouching
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This issue has been closed with status "Closed" and resolution "Not determined".
Issue basics
  • Type of issue
    Bug report
  • Category
    Battlescape
  • Targetted for
    Not determined
  • Status
    Closed
  • Priority
    3. Normal
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
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  • Last updated
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    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
    Not determined
  • Platform
    Not determined
  • Architecture
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Description
[http://sourceforge.net/p/ufoai/bugs/2279 Item 2279] imported from sourceforge.net tracker on 2013-01-28 19:26:38

tested in r27876
steps to reproduce:
1. select a unit that has 31 TU available.
1. crouch the unit
2. make the path for the unit such that it is movement is 8 tiles east and 1 tile south. (see top half of attached screen shot for path) and consumes all available TU.
3. notice the bounding box of the unit is showing 28 TU available and 28 TU movement cost. indicating that this movement will consume all available TU.
4. now activate the movement for the unit.
5. notice that the unit has 3 TU still available. (see lower half of attached screen shot)

The issue occurs because the routing calculation is considering the unit TU Cost of the stand -> walk -> crouch. incorrectly.
===== Comments Ported from Sourceforge =====

====== markhawrylak (2010-01-07 02:03:38) ======

pathway TU Cost miscalculation
====== tlh2000 (2010-01-29 15:30:14) ======

all these TU related bugs can maybe be fixed in one step - not an easy task, as the hud code must be reworked for this to work reliable.
====== aduke1 (2010-03-17 23:44:13) ======

Imho this is NOT a bug and here's why:

There are two ways to get to that spot:
1. use the (auto-)stand-walk-crouch (=25 TUs)
2. crouch all the way (=28 TUs)
For technical reasons (ie. pathfinding tables), we show the 28 TUs, so the auto-stand feature will unexpectedly save you 3 TUs. Nice surprise.

What are the alternatives ?
Let's assume I could make the game display those 25 TUs. The user would assume that he could walk one step further. If the user then decides to crouch all the way (eg. to stay out of alien reaction fire), he'll end up one step shorter than he expected (maybe not reaching the desired cover). Very unpleasant surprise.

In theory, we could also try to display *both* values with the cursor. But I mention this just for completeness ;)

Summary: I like it the way it is. If there is some piece of doc that describes how the TUs displayed with the cursor should be interpreted, we should mention the effect of the auto-stand-crouch feature there.

====== markhawrylak (2010-03-18 00:09:20) ======

aduke1, the point of the issue is that the actor is NOT crouching all the way, and the system is automatically deciding to make the actor stand, which is outside the control of the user.
Another issue here, is that your movement is cut short by 3TU. the actor could have moved further but the system did not allow them.
If the actor was crouching all the way, then the TU is showing correctly, however that is not the case.
The routing cost calculation needs to take into consideration the exact type of movement that will be performed by the actor and show its true cost to the user.
Summary. its definitely broken as its an unexpected behavior.
====== tlh2000 (2010-03-19 15:20:18) ======

[quote]and the system is automatically deciding to make the actor stand,
which is outside the control of the user[/quote]

this is not true - that a game option. there should be a cvar to deactivate this.

i agree with duke, as i don't see any other possibility to solve this for the autostand case.

if anyone knows a nice solution for this i would with pleasure discuss this and solve the issue as i also see the point mark explains here. settings this to version 2.4.
====== aduke1 (2010-12-21 23:39:48) ======

As there doesn't seem to be a solution to this prob ==> closed.
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