CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Very Dark Tiles Still Allow for Turret Targeting #42766

Open TheMurderUnicorn opened 4 years ago

TheMurderUnicorn commented 4 years ago

Describe the bug

Light in Cataclysm has a number assigned to it, to my understanding. However, even though there's gradient light, the way we relay that to the player is just as 'very dark' or 'cloudy', which is not enough information. Today, on stream, I died to a turret due to being lit up despite the locations being listed as 'very dark'. This is not the first time I've died this way and it's a pretty feelsbad type moment.

Steps To Reproduce

Debug info-> Toggle Display Lighting will show the actual numerical value of the light in a tile Observe that certain values produce 'Very dark' message but still allow for targeting via turrets Sorry this isn't more informative, I don't know the exact values that cross the threshold.

Expected behavior

I would expect that if the game is showing me the darkest message available (very dark) then I should not be targeted by turrets.

Screenshots

Image of an active grenade hack in the basement, it is displayed as a 'very dark' tile. image

And then the actual lighting overlay showing this is bright enough to actually allow targeting by turrets. image

I was surprised to see the values for targetable vs untargetable tiles are so close numerically, which I think makes this an even harder issue.

Versions and configuration

Additional context

My suggested solution would be to add a new darkness level for 'absolute' darkness, IE Pitch black or Completely Dark so that a player can know for absolute certain they are not at risk of being spotted.

Alternatively, we could include the actual numerical value of the lighting alongside the term given. IE: Very Dark (3.4) which would allow for us to learn what is the safest level of lighting. This is gamey, though, and less ideal because a person in the real world can't easily quantify light levels in this way.

I don't think either of those solutions are ideal, but ya'll are smarter than me and can probably figure it out.

Oh, also Anothersimulacrum suggested I make this report, so it was only 90% complaining and 10% endorsed bug reporting ^_^

matt32106 commented 4 years ago

Why would turret targeting need light at all? It could be IR or heat or lidar based.

Zireael07 commented 4 years ago

Turret targeting IIRC is implied to be some sort of IR, but the suggestion to make clear the effects of various lighting levels (as well as adding a pitch black level) is very good.

anothersimulacrum commented 4 years ago

I specifically request this report because I've seen once or twice a case where moving one tile away from a turret would keep you in very dark, but was light enough for a turret to see you, but being closer you would not be visible.

TheMurderUnicorn commented 4 years ago

Whether the turret uses IR or whatever has no bearing on this issue. They have nightvision to a few tiles and they can also see you when you're in the light. Unfortunately, you are sometimes told you're in the dark, but are still technically lit up enough that the turret can target you. That is my issue.

Additionally wanted to mention that the screenshots I used involved a manhack, which lights up the area in a way that's visibly represented, but that was just for the sake of example. I have also moved through tiles that had nothing nearby, and no visible representation of being lit up, but was still targeted by turrets while outside their NV range.