Bug: Yardmap and "Terrain Occupied" status

Bug: Yardmap and "Terrain Occupied" status

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Argh
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Joined: 21 Feb 2005, 03:38

Bug: Yardmap and "Terrain Occupied" status

Post by Argh »

Um, this is an obvious bug:

Objects with yardmap= c c c c; (That is, "open when done constructing") do not properly block other Buildings or Plants from being built on that Yardmap when the Plants are in the "open" state. In short, when that Yardmap goes "open", it goes "open" for buildings, as well as for units.

This is a bug, pure and simple. It should never be possible to build a turret beneath an Autofac in NanoBlobs. AIs should never get a "Terrain == Open" result when checking to see if they can build at that location. I should be able to make a building like the Autofac, which has no permanently-blocked Yardmap squares... and it should work.

Thanks to AF for pointing this out... after investigating the cause, this is a bug, pure and simple...
Warlord Zsinj
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Post by Warlord Zsinj »

Are you sure it's a bug? :P
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Argh
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Post by Argh »

Yes, I am sure that's a bug, really, for sure man. I rebuilt the Yardmaps and double-checked everything. Try building a Yardmap that is all "c" and you will see what I mean.
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AF
AI Developer
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Post by AF »

Units with open yardmaps such as nonblocking mines cna be stacked up an infinite amount of times allowing say 2000 nonblocking mines to occupy the same position, and the same can be done with the nanoblobz 0.52b1 autofac.

Whatsmore this bug also exposes open yardmaps in factories to be interpreted as available, allowing you to build stuff inside the factory preventing units from escaping and the factory from closing. I have a screenshot demonstrating this where NTai 0.28 built a mex in the middle of an OTAI air factory, and another where I deliberatly built laser towers and moho mm's in the open spaces of kbot factories.
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Argh
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Post by Argh »

Thank you... please post them, so that everybody is made aware I'm not smoking crack (er, right now anyhow).
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AF
AI Developer
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Post by AF »

I posted this bgu ages ago and ti was ignored....

exept by zwzsg who at the tiem was campaigning that yardmaps in general be fixed to work like they did in OTA instead of borked as they ahve remained since.

Image

Image
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Argh
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Post by Argh »

Seeeee? I'm not smoking crack ;) Thanks AF :-)
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jcnossen
Former Engine Dev
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Post by jcnossen »

I've known about this bug for ages, but never bothered to fix it. Sure it's a bug but is it really harmful? Sorry, I can spend my time better I think.

If you don't want to keep reminding people, there still is the mantis ;)
Last edited by jcnossen on 07 Aug 2006, 19:41, edited 1 time in total.
Gnomre
Imperial Winter Developer
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Post by Gnomre »

You can dick around with water but not fix this? Kay...
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

People have been complaining that AI's do this sort of thing, and our only fix was to workaround and try to implement a custom build algorithm, something whcih onyl AAI JCAI and OTAI ever did, and within the next few months NTai and KAI will to.

This directly affects AI's using the AI itnerface for building placement and groups of units comamnded to build a nonblocking structure.

Try building an autofac in nanoblobz with 10 sheep and you'll get 10 autofacs ontop of eachother.

Yardmaps should work correctly.
Nonblocking units shouldnt be able to occupy the same space.
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jcnossen
Former Engine Dev
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Post by jcnossen »

You can dick around with water but not fix this? Kay...
Hehe, that water really pissed you off didn't it? ;)

I'm still not getting paid for this you know, and writing water shaders is actually fun, whereas debugging some yardmap thing totally is not.
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Argh
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Post by Argh »

JC, it might be worth fixing, yes. It's almost certainly trivial tp fix, and the game design effects are quite severe. That said, you're right, we don't pay you, so do whatever you think is fun- we're doing the same thing, after all, so it's not like we can argue the point ;)
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