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Interrupt prompt doesn't properly cancel some actions: instead it interrupts action and still executes it after you take action of your own. #53391

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mkrutov opened this issue Dec 12, 2021 · 5 comments
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<Bug> This needs to be fixed Info / User Interface Game - player communication, menus, etc. Inventory / AIM / Zones Inventory, Advanced Inventory Management or Zones

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@mkrutov
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mkrutov commented Dec 12, 2021

Describe the bug

moving a lot of small items in AIM and being interrupted by "you see Z, interrupt? Y/N" leads to continuing the "move" action on opening AIM second time, and all interruptions in that case are ignored.

Steps to reproduce

  1. Drop a pile of 15 of each kind of seeds on pavement.
  2. Spawn Zombies nearby (but somewhere you don't see them so picking up would interrupted when they show up)
  3. Open AIM, press , to move everything
  4. Get interrupted, press Escape
  5. Open AIM once again
  6. Instead of doing nothing, at this point character picks up all the leftovers, ignoring being hit or approached by zombies

Expected behavior

Character doesn't continue previous AIM action on opening AIM once again.

Screenshots

No response

Versions and configuration

These are the outputs for the experimental build of commit 00a0caa
Linux

Additional context

I've had hard time reproducing this in debug world. Zombies need to be hidden from your view, but need to know of your presence when you start picking things up, so they'd move towards you and appear in your view - to get interruption prompt.

@mkrutov
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mkrutov commented Dec 12, 2021

In non-debug world, I have also reproduced this behaviour while shooting.

"do you want to interrupt? from AIM" ->Y, start shooting, press . few times, get a prompt "You were attacked by zombie, stop moving items?"

This is slightly different behaviour from what described in OP but I suspect that root cause is same.

@wapcaplet wapcaplet added Info / User Interface Game - player communication, menus, etc. Inventory / AIM / Zones Inventory, Advanced Inventory Management or Zones labels Dec 13, 2021
@wapcaplet
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Related/similar issues #37644, #50979, #48761

@mkrutov
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mkrutov commented Dec 19, 2021

This isn't limited to AIM only, actually, as pretty much any action which is cancelled by a prompt would continue on next action taken by player.

Example: you have auto pulp on, you go on top of a Z corpse. Another Z shows up, it asks you "carry on pulping?" - you cancel pulping, you press F to shoot, you shoot. Instead of just shooting at this point character takes two actions: first shoots, then finishes pulping. Only way to avoid this is to move away from corpse before shooting, so that your character is located at least 2 tiles away.
Another example is foraging.

@mkrutov mkrutov changed the title Being interrupted while moving things in AIM leads to weird behaviour when opening AIM again. Interrupt prompt doesn't properly cancel action: instead it interrupts action and still executes it after you take action of your own. Dec 19, 2021
@mkrutov mkrutov changed the title Interrupt prompt doesn't properly cancel action: instead it interrupts action and still executes it after you take action of your own. Interrupt prompt doesn't properly cancel some action: instead it interrupts action and still executes it after you take action of your own. Dec 21, 2021
@mkrutov mkrutov changed the title Interrupt prompt doesn't properly cancel some action: instead it interrupts action and still executes it after you take action of your own. Interrupt prompt doesn't properly cancel some actions: instead it interrupts action and still executes it after you take action of your own. Dec 21, 2021
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stale bot commented Apr 19, 2022

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Apr 19, 2022
@mkrutov
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mkrutov commented Jun 13, 2022

I still experience this in a more subtle manner. For example, if one would start pulping bunch of Z corpses and a Z shows up on the horizon, if one is asked "Zombie is too close, interrupt?" and answers yes, non-zero time is consumed after interruption confirmation. This is shared behaviour among number of actions, the moving items thing is just the most visible one as if you move a lot of small items (for example, rags) it takes more time to interrupt after prompt for some reason.

@Night-Pryanik Night-Pryanik added <Bug> This needs to be fixed and removed stale Closed for lack of activity, but still valid. labels Jun 13, 2022
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Labels
<Bug> This needs to be fixed Info / User Interface Game - player communication, menus, etc. Inventory / AIM / Zones Inventory, Advanced Inventory Management or Zones
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