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Overmap path fixes #50695

Merged
merged 2 commits into from
Aug 12, 2021
Merged

Overmap path fixes #50695

merged 2 commits into from
Aug 12, 2021

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eltank
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@eltank eltank commented Aug 11, 2021

Summary

Bugfixes "Overmap pathing: allow subway, disallow rock"

Purpose of change

This is a follow-up to #50637. I was too focused on overland navigation and didn't consider underground.

Describe the solution

Don't allow pathing through solid rock / earth.
Allow vehicles to drive in the subway tunnels.

Describe alternatives you've considered

Special case burrowing mutants to allow pathing through rock? Seems like too much hassle, and burrowing is hard work so you probably want to avoid it anyway.

Testing

subway_biking.mp4

Additional context

Seeing a lot more monsters in the subway tunnels than I ever remember seeing.

@actual-nh actual-nh added <Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA Vehicles Vehicles, parts, mechanics & interactions labels Aug 12, 2021
@actual-nh
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Re subway critters: See #48772.

@eltank eltank marked this pull request as draft August 12, 2021 00:24
@eltank
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eltank commented Aug 12, 2021

Re subway critters: See #48772.

Thanks, now I see that at z=-4 there's yet more new terrain I need to handle. [Done]

@eltank eltank marked this pull request as ready for review August 12, 2021 00:54
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eltank commented Aug 12, 2021

Found an unrelated bug while testing this: #50696

@Venera3
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Venera3 commented Aug 12, 2021

Do you think you can hook it up to handle rail vehicles? Turning's pretty wonky at the moment, and some assistance in gauging speeds/distance would be helpful.

@eltank
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eltank commented Aug 12, 2021

Do you think you can hook it up to handle rail vehicles? Turning's pretty wonky at the moment, and some assistance in gauging speeds/distance would be helpful.

I've added your feature request to the list (#49455). A prerequisite for autodriving rail vehicles is keeping track of where the wheels are. I'm planning on doing that anyway, mostly because I hate driving over any "loot piles" that I made. But there's an additional complication for rail vehicles, which is that when the track bends they temporarily go off-track with some of their wheels. Predicting how they're going to take a turn seems rather difficult at the moment. Another problem with draisines is that half the time you need to run them in reverse, flipping them around is not an option -- and autodrive does not support reverse driving yet.
So... it's going to take a while.

@kevingranade kevingranade merged commit afcac23 into CleverRaven:master Aug 12, 2021
@eltank eltank deleted the overmap_path_fixes branch August 12, 2021 06:51
satheon49 pushed a commit to satheon49/Cataclysm-DDA that referenced this pull request Aug 14, 2021
* Don't path through solid rock

* Enable vehicle pathing through subway tunnels
eltank added a commit to eltank/Cataclysm-DDA that referenced this pull request Sep 3, 2021
* Don't path through solid rock

* Enable vehicle pathing through subway tunnels
esotericist pushed a commit to esotericist/Cataclysm-DDA that referenced this pull request Sep 4, 2021
* Don't path through solid rock

* Enable vehicle pathing through subway tunnels
BrettDong added a commit that referenced this pull request Nov 26, 2021
ZhilkinSerg pushed a commit that referenced this pull request Nov 27, 2021
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<Bugfix> This is a fix for a bug (or closes open issue) [C++] Changes (can be) made in C++. Previously named `Code` Code: Infrastructure / Style / Static Analysis Code internal infrastructure and style Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA Vehicles Vehicles, parts, mechanics & interactions
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4 participants