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UFO: Alien Invasion
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icon_project.png UFO: Alien Invasion / Closed Bug report #3095 AI try to shoot through terrain
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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
    4. Useful
User pain
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
Affected by this issue (1)
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  • Last updated
  • Estimated time
    Not estimated
Issue details
  • Resolution
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Complexity
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  • Platform
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Description
[http://sourceforge.net/p/ufoai/bugs/3095 Item 3095] imported from sourceforge.net tracker on 2013-01-28 19:58:38

I've had this happen in a few cases. The worst is when the alien and the target stand next to a corner and the alien tries to shoot straight into the corner instead of taking a step.

A couple of pictures of another instance:
http://imgur.com/JgSLW
http://imgur.com/c2eXZ

The aliens were inside the cockpit of their ship, trying to shoot out through the front at my guys on the upper floor.
===== Comments Ported from Sourceforge =====

====== tlh2000 (2012-01-12 06:48:04) ======

The bug is in the tracing callback usage of the src/game/ code.
It's assumed that if a player can see another player, that he can also shoot at him. This is not true in most corner cases, because visibility uses more than one trace at different angles - shooting does not.
====== tlh2000 (2012-01-12 06:50:27) ======

see AI_SearchBestTarget and AI_FighterCalcBestAction in src/game/ai.c
====== accumulator (2012-04-06 12:28:47) ======

priority 6, because it is less fun to have a dumb enemy
====== accumulator (2012-04-06 21:09:46) ======

Hopefully it is fixed. Hard to test, because hard to trigger the right conditions and even then the alien might take off in the opposite direction to molest a civilian..

====== accumulator (2012-04-06 21:12:33) ======

what I forgot to say: I committed a probable fix on 2.4, commit e50ad40ecf308ff50d77710b851c63a0943d6ec0

Everyone is encouraged to test and report to this bug any alien trying to shoot through walls.


====== tlh2000 (2012-04-07 13:08:55) ======

please also add the ticket number to your commit logs.

this potential fix is also in master with 55b9228184be6f93d0461b49d939f734b200e86e
====== darkrainx (2012-12-30 20:34:17.085000) ======

Ok, G_ClientMove aborts the move if an enemy becomes visible mid-move, that was impacting the AI: if an enemy unit became visible mid-move the AI actor would be stopped next thing the AI -without checking that the actor completed the move- would try to fire from that suboptimal (sometimes plain wrong) position, often hitting the nearest obstacle, I disabled aborting the move for the AI, with that and the previous fix by Accumulator this should be fixed.
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