View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019321 | AI War 2 | Graphical Bug | Dec 23, 2017 11:09 am | Jan 17, 2018 12:47 pm | |
Reporter | BadgerBadger | Assigned To | BadgerBadger | ||
Status | closed | Resolution | fixed | ||
Product Version | 0.612 | ||||
Fixed in Version | 0.702 Activating Mk1 Grinding Machine | ||||
Summary | 0019321: holding down Shift to see move command fails with wormhole traversal | ||||
Description | The code to generate the lines is in here: public void DrawSquadOrders() { List<EntityOrder> orders = this.RelatedEntity.EntitySpecificOrders.QueuedOrders; foreach(orders) newPoint = order.RelatedPoint.ToVisualMainGameCoordinates(); //Draw line involving newPoint } However, when you create a wormhole order you use public static EntityOrder Create_Wormhole( int RelatedPlanetIndex, bool CameFromPlayer, bool RefuseToWait ) EntityOrder result = new EntityOrder( EntityOrderType.Wormhole, ArcenPoint.ZeroZeroPoint, -1, RelatedPlanetIndex, CameFromPlayer, RefuseToWait ); This will mean that our "RelatedPoint" is AcrenPoint.ZeroZeroPoint, so when the user holds Shift to see where the ships are going, it will give us a blue line off into the distance. A couple obvious choices. One is to have the Core code retain awareness of the ArcenPoint of the wormhole's actual location so we can look it up. Another would be to have the SquadVisualizer code figure out where the Wormhole is. I am open to suggestions | ||||
Tags | No tags attached. | ||||
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I can't take a picture while holding down Shift on my computer, but here's a save game you can use to recreate it. Just hold down "Shift" and send the ships through the wormhole. |
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Note this save game is pre-.700 so it won't work anymore. |
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From Keith, just for posterity: that's because the RelatedPoint of the order is ZeroZero, which is literally where those lines are pointing. So for that specific EntityOrderType, it should not use RelatedPoint at all but instead RelatedPlanetIndex or whatever it is, and derive a point from that by: - get the planet object for that index - on the current planet's object, call GetWormholeTo(relatedPlanet) - use that wormhole's WorldLocation |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 23, 2017 11:09 am | BadgerBadger | New Issue | |
Dec 23, 2017 11:09 am | BadgerBadger | Status | new => assigned |
Dec 23, 2017 11:09 am | BadgerBadger | Assigned To | => keith.lamothe |
Dec 23, 2017 12:28 pm | BadgerBadger | File Added: recreate~#SI#476927155#177#recreate#Vanilla#Normal.save | |
Dec 23, 2017 12:28 pm | BadgerBadger | Note Added: 0046646 | |
Jan 16, 2018 11:36 am | BadgerBadger | Note Added: 0046686 | |
Jan 16, 2018 11:41 am | Chris_McElligottPark | Note Added: 0046687 | |
Jan 16, 2018 11:47 am | BadgerBadger | Assigned To | keith.lamothe => BadgerBadger |
Jan 17, 2018 12:47 pm | BadgerBadger | Status | assigned => closed |
Jan 17, 2018 12:47 pm | BadgerBadger | Resolution | open => fixed |
Jan 17, 2018 12:47 pm | BadgerBadger | Fixed in Version | => 0.702 Activating Mk1 Grinding Machine |