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OPEN  Bug report #3155  -  problem with pathfinding (z=61-63)
Posted Feb 22, 2012 - updated Mar 24, 2013
aduke1 (aduke1) has been working on this issue since January 28, 2013 (20:48)
Issue details
  • Type of issue
    Bug report
  • Status
     
    Open
  • Assigned to
     aduke1
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     shipit
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    General
  • Resolution
    Not determined
  • Priority
    4. Useful
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • Complexity
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  • Platform
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  • Architecture
    icon_customdatatype.png Not determined
Issue description
Item 3155 imported from sourceforge.net tracker on 2013-01-28 20:02:17

I made a stair, each step being a full square within the 32 units grid, steps moving up for 1 unit each (so first square is Z=1, second is Z=2 ...).

Problem is, in game I cannot choose the steps at Z=61, Z=62 and Z=63 as target for movement. The cursor (actorbox) simply drops below the surface if I try. If I use another target, the soldier uses those steps without problems.

I made another description of the problem at http://ufoai.ninex.info/forum/index.php/topic,6472.msg50779.html#msg50779.

Of course I could provide a map for testing this, if needed.

Comments Ported from Sourceforge  ⇑ top
aduke1 (2012-02-22 20:56:30)  ⇑ top
The code explicitly starts to trace for a floor at Z=60. And I don't know the reason for this (I have not written nor rewritten that function). My guess is that it might be a speedup. In buildings we usually have solid ceilings with a thickness of 4 mapunits.

The problem should also arise with slopes (you had that with +beach, right ?). So I wonder why we never noticed that prob on our other maps with slopes.

Anyway, that change would be too risky before 2.4.
shipit (2012-02-22 21:31:55)  ⇑ top
Most of the earlier maps are just plain field. But some of the new maps have this problem. small_house, +mansion, +beach, neighbourhood and a swamp map kildor is working on.

OK, we talk again once 2.4 is out.
aduke1 (2012-07-16 20:50:05)  ⇑ top
2.4 is out, thus prio=6 again.
aduke1 (2012-11-23 21:28:49.708000)  ⇑ top
ShipIt, I have comitted a fix and need you for testing... Not sure what it can break.
aduke1 (2012-11-23 22:46:43.769000)  ⇑ top
Had to revert that commit. It's not that easy. Could you plz attach your testmap ?
natewr (2012-11-23 23:58:19.208000)  ⇑ top
Duke, this map should work for you. 1-unit steps between 56-68, 4-unit steps between 4-56, and some 12 spawn points in the right place.
aduke1 (2012-11-24 21:32:32.211000)  ⇑ top
Thx Nate, but that map doesn't show the problem !?!? The soldiers can easily walk up the *whole* ramp (provided that you switch the level to 2). And the cursor is shown for all the steps. So do we have a problem at all ?
natewr (2012-11-24 22:23:40.227000)  ⇑ top
Hmm, that's a good question. First, some clarification. The problem ShipIt mentions is not that they can't walk, but that you can't click to send a soldier to stand on those tiles. Is that what you tested?

If so, let's see if ShipIt can dig out his problem map and have a test. Maybe the problem has vanished.
shipit (2012-11-25 09:37:35.558000)  ⇑ top
The reason why H-Hours map does not show the problem is: - there is a floor below the steps and - the step brushes connect to this floor.

This gives at least a possible workaround for the problem I was not aware of ´till now.

I adapted my testcase accordingly.
aduke1 (2012-11-25 15:53:42.288000)  ⇑ top
Tested the dimensions.map without problems. What exactly is the problem there ?
shipit (2012-11-26 06:56:29.554000)  ⇑ top
Problem is still the same as described above.
shipit (2012-11-26 07:06:34.891000)  ⇑ top
And ...
aduke1 (2012-11-26 16:19:09.232000)  ⇑ top
Oops, my bad. Didn't notice the level 2 part of dimensions.map
aduke1 (2012-11-26 23:12:02.188000)  ⇑ top
I managed to at least partially fix this: bc3ebea You can now target both the desired surface and the cell below.

Unfortunately, I have not yet understood *why* both levels can be targeted now. There must be a second place in the code that draws cursors.

On the flipside, this might be the way to go for situations with a walkable floor at z=62 AND a walkable passage at z=4 (which is probably the case in Bug report 2989 - [MAP] alienbase issues).
Steps to reproduce this issue
Nothing entered.