Closed wzdev-ci closed 11 years ago
Stratadrake _uploaded file wz2100-20120819_112446-Sk-Rush-T2.png
(469.4 KiB)_
Note how my mortar pits are still firing even though literally nothing can see the targets (my active sensor range ends near the oil resource)
Stratadrake _uploaded file wz2100-20120820_083831-Sk-Rush-T3.jpg
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Note that I'm using a CB tower to spot targets for my Bombard fortifications.
Per uploaded file quickfix.diff
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A quick fix for this issue. Please test. A better fix would involve keeping tab of which sensor we are using, but this is potentially buggy, so perhaps for master later..
Stratadrake commented
A better fix would involve keeping tab of which sensor we are using, but this is potentially buggy,
...and probably unnecessary. It's okay for the internal game engine to slightly "cheat" the rules of its own system, if it doesn't get caught. (Which it did ;) ) Since the player has almost no way to look up the actual target of a sensor tower, they won't mind if the system cheats it a little by just making sure the artillery is firing at something the sensor tower could be targetting anyway.
Per commented
I'm not concerned about the cheating, only the inefficiency. Looping potentially long lists in that function would be a concern. Fortunately, the sensor list tends to be short.
vexed changed status from new
to closed
vexed changed resolution from ` to
Needs reevaluating for current version (3.1.0)`
vexed commented
Need to know if these issues still happen with the release of 3.1.0.
keyword_artillery_sensors
resolution_Needs reevaluating for current version (3.2.3)
type_bug
| by StratadrakeArtillery emplacements are said to be "assigned to nearest sensor or CB tower".
This is not actually true in current versions of WZ; the truth is that artillery emplacements will attack anything within your ENTIRE at-the-moment sensor coverage, regardless of whether or not there is an actual sensor spotting the target -- in fact regardless of whether there is anything that can currently see the target at all.
This is an easy thing to reproduce:
The results you get are:
The ramifications are:
In other words, fixed artillery emplacements have an insidious advantage over their mobile counterparts when it comes to spotting targets; mobile artillery can only spot at their sensor's acquired target, but fixed artillery can spot anything.
This may or may not be an easy fix. It should be that when an artillery emplacement is about to attack, it is validated against similar rules as mobile units. E.g. the game must validate that the target is either (a) within the emplacement's own sight range, (b) within the sight range of a (standard) sensor tower or turret, or (c) a known target to CB or radar detector.
Forum topic and screenshot here.
Issue migrated from trac:3672 at 2022-04-16 10:34:34 -0700