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Escort/transport missions may have empty node as a destination #7497
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I can confirm this bug does still exist, as I have recently experienced this exact issue, but I unfortunately also have forgotten to save the seed. |
Related ticket: #3425 |
Continued from #11132 |
The missions can also end up choosing an outpost belonging to the opposing faction as the destination: #11338 |
Moved to backlog for re-evaluating. I think we should address this somehow. |
Okay so the main issue is: Mission giver Events (admin NPC) are generated on loading the outpost WITHOUT CHECKING FOR SURROUNDING LOCATIONS. Then the mission uses Locationtype "from => to" to try and apply the rules as best as it can. The location check in MISSIONS |
Addressed in https://github.com/FakeFishGames/Barotrauma-development/commit/665800bf841e3733ea0c9f0df1799ecb5c1c6a11
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Description
Occasionally, escort / transport / haul people missions might end up having empty node as a destination.
Which looks borderline silly: the sub arrives, the captain dumps passengers from the hatch, the sub swims away like a boss.
Had it reproduced at once with both usual and triggerable-by-conversation (i. e. mudraptor boy) quests.
The former's description states that the destination is 'nearest station' - yet the station in question is nowhere to be seen. . .
Steps To Reproduce
Synthetic steps to reproduce:
Version
Latest Steam release.
Additional information
![20211126195351_1](https://user-images.githubusercontent.com/81986452/143619200-20d1ca7b-da8b-401f-a9dd-e0c602261235.jpg)
![20211126195457_1](https://user-images.githubusercontent.com/81986452/143619211-b625a634-e6bf-49ef-98bf-2a9d8a37c05c.jpg)
Do note that Tectamus Linea is an empty node (1st screenie) yet both hauling quests have it as a destination (2nd screenie).
Due to a series of rather outrageous brain farts, I forgot to write the seed down. . .
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