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NPC's have difficulty moving through the Freshwater Research Station #46472

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Emotions211 opened this issue Jan 2, 2021 · 7 comments
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<Bug> This needs to be fixed NPC / Factions NPCs, AI, Speech, Factions, Ownership Z-levels Levels below and above ground.

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@Emotions211
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Emotions211 commented Jan 2, 2021

Describe the bug

NPC's act strangely when attempting to move through the Freshwater Research Station.

Steps To Reproduce

  1. Make a character with the Safe Place start at a Freshwater Research Station
  2. Spawn an NPC and make them a follower
  3. Attempt to bring them into the lower levels
  4. Watch as they get stuck on the door or somehow end up at the bottom level (z level -4) by the submerged entrance stuck outside.

If you force the NPC through the door, they also have trouble actually moving up and down the ladders. Sometimes not moving at all. Other times following you up only to the surface after a few minutes of waiting but not following you back down again or to any other levels.

Expected behavior

NPC's to be able to actually traverse the doors and ladders in this location and not just open them and stand there.

Versions and configuration

  • OS: Windows
    • OS Version: 10.0 1909
  • Game Version: 0.E-8626-g6b09767 [64-bit]
  • Graphics Version: Tiles
  • Game Language: System language []
  • Mods loaded: [
    Dark Days Ahead [dda]
    ]

Additional context

NPC's also seem to be able to traverse up and down through the water z-levels in an attempt to follow you down if they're not stuck inside. They also occasionally end up outside after being stuck inside and will be waiting on the surface for you.

Changing the doors to a different door lets the NPC move through them but changing the ladders out for stairs doesn't.

The (t_bulkhead_floor) terrain used in the lower levels also has a 400 move cost for some reason making it take 4 seconds to move across one tile. The entrance just uses normal metal floors with a 100 move cost instead.

Partly related to #46124 .

@BrettDong BrettDong added <Bug> This needs to be fixed NPC / Factions NPCs, AI, Speech, Factions, Ownership labels Jan 2, 2021
@Emotions211
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Emotions211 commented Jan 3, 2021

I have figured out the issue through messing with flags in an empty field and boxes of doors.

Its the "DOOR" flag. If terrain has this flag, the NPC will attempt to open it even if it's already open and will refuse to walk through.

Removing the "DOOR" flag from open variants solves this issue and adding it causes it. I added the "DOOR" flag to "t_laminated_door_glass_o" and now the NPC is unable to reach me despite having opened the door. The NPCs are also unable to move through the other 3 terrain types that I know are bugged (mentioned in #46124 , "t_metal_gate_o" and "t_screen_door_o" in #44294 and #37207). This has been an issue for almost a year (15 months since the PR that added the Mesh Doors at least, PR 34734) and no one thought to try removing flags?

Would provide screenshots but the "take screenshot" function includes the debug window for some reason.

This only solves the door issue however. The Freshwater research station still has issues with NPCs moving through it's vertical layers.

@actual-nh
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Its the "DOOR" flag. If terrain has this flag, the NPC will attempt to open it even if it's already open and will refuse to walk through.

Removing the "DOOR" flag from open variants solves this issue and adding it causes it. I added the "DOOR" flag to "t_laminated_door_glass_o" and now the NPC is unable to reach me despite having opened the door. The NPCs are also unable to move through the other 3 terrain types that I know are bugged (mentioned in #46124 , "t_metal_gate_o" and "t_screen_door_o" in #44294 and #37207). This has been an issue for almost a year (15 months since the PR that added the Mesh Doors at least, PR 34734) and no one thought to try removing flags?

I suspect people looked at the flag and said "yes, it's a door"... it's certainly what I might have done.

@Emotions211
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Emotions211 commented Jan 3, 2021

I was actually going to begin poking around in the pathing guts if I could even find them. The "DOOR" flag seems should only be used on closed versions since, removing it from open ones. Fixed all issues pertaining to it. Messing around with full clairvoyance shows the NPC doing weird things in the bases z-levels though. When they're traversing from the bottom layer, (-4) to the surface via the ladder, they're not actually inside the base at all or stuck at the bottom ladder, they're outside the base at 1,1 in the water until they "climb" up to the surface.

They then appear at the ladder in the entrance as if they had climbed right to the surface instead.

@Emotions211
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Further testing (Running an NPC with "Close the doors" setting) as shown the "DOOR" flag isnt needed for an NPC to recognize something as a door that can be closed. The only reason I noticed this is the fact that t_laminated_door_glass_o (The first open door in terrain-doors.json) doesn't have the flag.

@DalenTalas
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This may have been fixed by #46505. Please review.

@anothersimulacrum anothersimulacrum added (S1 - Need confirmation) Report waiting on confirmation of reproducibility and removed <Bug> This needs to be fixed labels Jun 5, 2021
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stale bot commented Jul 11, 2021

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 Jul 11, 2021
@hexagonrecursion
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NPCs still sometimes don't follow the player up or down stairs. So far I have observed this happening at the Freshwater Research Station and at the mi-go scout tower

  • OS: Linux
    • OS Version: LSB Version: :core-4.1-amd64:core-4.1-noarch; Distributor ID: Fedora; Description: Fedora release 33 (Thirty Three); Release: 33; Codename: ThirtyThree;
  • Game Version: cb86201 [64-bit]
  • Graphics Version: Tiles
  • Game Language: English [en]
  • Mods loaded: [
    Dark Days Ahead [dda],
    Disable NPC Needs [no_npc_food],
    Bionic Professions [package_bionic_professions],
    Magiclysm [magiclysm]
    ]

@stale stale bot removed the stale Closed for lack of activity, but still valid. label Aug 13, 2021
@actual-nh actual-nh added <Bug> This needs to be fixed Z-levels Levels below and above ground. and removed (S1 - Need confirmation) Report waiting on confirmation of reproducibility labels Aug 13, 2021
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