Closed Vedal987 closed 1 year ago
I figured out how to use the game's own room definitions, and wrote a new "universal" implementation of GetLocationFromPosition() in PR #7 that should address your first point and work with any map.
In #13 the grid size was increased from 200 to 500 which should allow this to work for any map in theory. I will test to make sure that that's the case.
There are still some issues on other maps that need addressing.
Mira needs to have the decontamination doors added to the exclusion list, along with the ability to press the buttons to open the doors. There are also some other rooms that seem to lack node points.
note, this has been fixed | note, this has not |
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Edit: it seems the decontam doors are named "Collider", hence why they were not being excluded...
On Mira, hallways seem to have null
colliders as well, causing an NRE when calling GetLocationFromPosition()
.
Doors anyone?
That's awesome!
I believe I have found all of the remaining issue spots on Polus. The solution for most seems to be increasing the node grid resolution or loading the nodes from a precomputed file that has been hand-altered.
Edit: I increase the grid density by 25% and it fixed every single issue on Polus, seemingly without impacting continuity/flood filling though CPU usage on my system increased by about the same amount (8-10% -> 10-12%).
@ScrubN Will you make a PR to fix this?
@ScrubN Will you make a PR to fix this?
As in to increase the node density? I plan on it. #27
Following #27, here are some other potentially problematic spots I found
MIRA HQ, Greenhouse, weird path will be taken to Divert Power
I thought that power terminal was completely inaccessible, I guess that means MIRA works now. I know the path is unconventional, but the other option is manually tweaking offset values per-map.
Polus, Office, cannot path above meeting table (does this matter?)
I promise this worked when I tested initially. Yes it does matter, I have noticed the pathfinding permanently breaks when leaving the node grid for more than 0.5 seconds. I guess we really do have to manually tweak offset/density values
Airship, Electrical, grid is probably generated before doors are randomized
I noticed that too. Not entirely sure about it but we'll figure it out
Airship, ladders aren't connected (I know this was already a TODO)
Ladders are a tough subject. I have a local stash that works with ladders except for some stupid reason the meeting room does not get flood filled and I don't know why.
All maps are ok now except airship, #35 will be merged soon as well.