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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
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0001626 | Spring engine | General | public | 2009-09-06 02:14 | 2009-10-03 10:46 | ||||
Reporter | zerver | ||||||||
Assigned To | Kloot | ||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||
Status | resolved | Resolution | fixed | ||||||
Product Version | 0.80.2.0+git | ||||||||
Target Version | 0.81.0.0 | Fixed in Version | 0.80.4.0+git | ||||||
Summary | 0001626: Can't place sea units when you're not actually blocking | ||||||||
Description | Even if the water is sufficiently deep: * Non-floating constructors cannot build a floating unit right above them * Floating constructors cannot build a non-floating unit right below them | ||||||||
Tags | No tags attached. | ||||||||
Checked infolog.txt for Errors | |||||||||
Attached Files |
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Kloot (developer) 2009-09-06 23:42 |
Technically "cannot" is the wrong word. In all circumstances the builder will at least try to move out of the way (although often unnecessarily, this happens even when the buildee would not block the builder) so construction is never held up indefinitely. This code rarely fails, but its sluggishness is an inconvenience. Allowing the construction to start immediately when possible without waiting for the builder to move aside is much more trouble than it's worth though, since the structure doesn't exist yet at the time a build order is given. That means the pathfinder doesn't know about it yet either and cannot check in advance whether the builder would regard the buildee as an obstacle. It's a chicken-and-egg problem. |
zerver (reporter) 2009-09-09 21:59 |
Okay, it seems the non-floating units will indeed attempt to move away, but a floating unit (con ship) will make no attempt whatsoever to move aside when building an underwater mex under it. |
Kloot (developer) 2009-09-09 22:59 |
Confirmed on SSB, does not reproduce on C2C Remake (XTA). |
Kloot (developer) 2009-09-10 00:58 Last edited: 2009-09-10 00:58 |
Found it, looks like the message telling nearby units to get out of the way of the UW build position is passed around with too small a radius (namely that of the builder's model, which can be smaller than the local water depth on some maps). I'll push the fix in a moment. |
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Date Modified | Username | Field | Change |
---|---|---|---|
2009-09-06 02:14 | zerver | New Issue | |
2009-09-06 23:42 | Kloot | Note Added: 0004072 | |
2009-09-06 23:43 | Kloot | Status | new => feedback |
2009-09-09 21:59 | zerver | Note Added: 0004092 | |
2009-09-09 22:59 | Kloot | Note Added: 0004093 | |
2009-09-10 00:58 | Kloot | Note Added: 0004095 | |
2009-09-10 00:58 | Kloot | Note Edited: 0004095 | |
2009-09-10 01:39 | Kloot | Status | feedback => resolved |
2009-09-10 01:39 | Kloot | Fixed in Version | => 0.80.4.0+git |
2009-09-10 01:39 | Kloot | Resolution | open => fixed |
2009-09-10 01:39 | Kloot | Assigned To | => Kloot |
2009-10-03 10:46 | imbaczek | Target Version | => 0.81.0.0 |