Closed CoroNaut closed 3 days ago
This is a re-report of #37968.
Ah, very old known issue. I like that we prioritized performance over this edge case though. Unless someone has a well-performing idea for a fix, I'm all for just closing these issues as "wontfix" or "not planned". I'll leave it to whoever wants to tag the issue.
Duplicate of #37968
Describe the bug
A character with high speed can cause gaps in map memory to appear using overmap auto-travel. This can be most easily seen with a character at full health, and the "Quick" and "Fleet-footed" traits. This results in the player kind of skipping/teleporting forward. This is most easily seen at night for obvious reasons. A character with a larger sight range will also not be as affected by this bug. As such, the save file character has the fast traits and 2-tile square sight range to make this bug obvious to see.
A player with 3-tile sight range can still see this issue, but its less obvious. The first picture in the bottom-left shows my character going north, and it skipped memorizing 2 tiles halfway through the walk.
A character that is slow will not have this issue since there are more opportunities to record the players surroundings before they actually move forward.
Edit: my character is grabbing a trash can when the game loads, the trash can doesn't affect this bug, and can be let go for testing.
Attach save file
beepbeepbeep-trimmed.tar.gz
Steps to reproduce
Expected behavior
I expect every movement of the player to be modelled and update the map memory properly such that there are no gaps.
Screenshots
Before the save file:
![Cora _2024-07-01T19-37-50EDIT](https://github.com/CleverRaven/Cataclysm-DDA/assets/24307650/6cd24565-70cc-4aea-b4a8-bf848cc642ca)
After loading save file and using overmap auto-move to move north 2 overmap tiles:![Cora _2024-07-01T19-43-43](https://github.com/CleverRaven/Cataclysm-DDA/assets/24307650/957d3f05-cf97-435a-9fa6-4a90617254d2)
Versions and configuration
Additional context
No response