View Issue Details
|ID||Project||Category||Date Submitted||Last Update|
|0020856||AI War 2||[All Projects] Bug - Gameplay||Dec 21, 2018 5:17 am||Mar 12, 2019 12:49 pm|
|Product Version||0.809 Divide By Human|
|Fixed in Version|
|Summary||0020856: Units warping past static forcefields|
|Description||When running the game at high speed (x10 in this example), some units manage to go into a wormhole when said wormhole is still covered by a static forcefield.|
Judging by the affected unit's movement, forcefield blocking seems to first let the unit move, and after the movement is complete push it back if the unit would end up inside the forcefield: it seems the check for wormhole interactions is performed in between those two checks, leading to the issue described.
I have attached a save file with perfect conditions to observe the issue: zoom into the planet Vitali (near the middle of the map), notice the 50 vampire claws humping the full health forcefield, set the game speed to max, unpause, and watch as they go through it to pop up on Dilawa, where they repeat the same process.
I rated the issue as major severity as it breaks the game rules in an extremely noticeable fashion, feel free to let me know if that's not the intended use.
|Tags||No tags attached.|
Dec 21, 2018 5:17 am
Forcefield Bug.savemet (47 bytes)
Forcefield Bug.save (1,228,405 bytes)
||Can confirm that the issue persists in 0.816|
||After some more testing, I can say that the issue seems to affect decloakers and tractor beams too, and starts appearing with some consistency at x4 speed.|
So what I think is happening is this. Every Sim-Step a unit will move "So much". If it's close enough to the wormhole it will then jump through.
Shields work by preventing units from getting close to the wormhole. However, when you turn the game speed up enough then the distance a unit can move in "one step" can be > the shield radius, so we wind up missing the ability of the Shield to prevent the ship from getting close to the wormhole.
This is a bit of conjecture, because I'm having trouble figuring out exactly how this is calculated.
If that's the way shield collisions are calculated, would it be possible to check for "is the destination inside a shield/other forbidden area" before validating a move?
It should have a lower performance cost than splitting up individual steps a la Super Mario 64, and it should guarantee correct behaviour.
On the other hand, it would do nothing to prevent the bug for tractor beams and other non-blocking units.
|Dec 21, 2018 5:17 am||AnnoyingOrange||New Issue|
|Dec 21, 2018 5:17 am||AnnoyingOrange||File Added: Forcefield Bug.save|
|Dec 21, 2018 5:17 am||AnnoyingOrange||File Added: Forcefield Bug.savemet|
|Mar 11, 2019 1:24 pm||AnnoyingOrange||Note Added: 0050969|
|Mar 12, 2019 6:50 am||AnnoyingOrange||Note Added: 0050974|
|Mar 12, 2019 9:42 am||BadgerBadger||Note Added: 0050977|
|Mar 12, 2019 12:49 pm||AnnoyingOrange||Note Added: 0050978|