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Dying patient can receive invalid walk instructions #1285

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mugmuggy opened this issue Nov 21, 2017 · 3 comments
Closed

Dying patient can receive invalid walk instructions #1285

mugmuggy opened this issue Nov 21, 2017 · 3 comments

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@mugmuggy
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Describe the issue

In certain circumstance a dying patient at the end of a corridor, can receive an invalid walk action.

In the save in #1284 at (50,63) is a dying patient.

In action_die_start a randomly selected direction (south or east) is chosen for the fall. In this intance south is blocked. It also happens that, a humanoid was at the door of the pharmacy adjacent to the patient at the time the tile was checked, so neither South or East is chosen. The code then goes on to check the west and north tiles. The west tile first, here is checked, and has no objects/humanoids but is outside the hospital. The patient is then given a walk instruction to that west tile, that no path can be found to and becomes stuck.

The code will also behave incorrectly with objects (mainly side objects being a concern here) as isTileEmpty checks for humanoids and objects.

Steps to Reproduce

Unknown

Save Game

See #1284

Expected Behavior

Patient should either probably fall still to the east or find a free tile

System Information

Gamelog.txt

None

Additional Info

@TheCycoONE
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I'm curious what the original does here if there is no valid walk tiles. I will test if no one beats me to it.

@TheCycoONE
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I answered my question in the RFC; in short the original just allows the patient to fall through an invalid tile. There is a minor graphical issue (the patient falls through whatever was blocking them), but nothing game breaking for such a rare occurrence.

@lewri
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lewri commented Jun 9, 2020

May be resolved by PR #1288

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3 participants