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Adventure map, passability test #4495
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Hi @LeHerosInconnu , please check the latest version as I recently fixed many cases with diagonal moves. I think it was yesterday :) |
@LeHerosInconnu , anyway, thanks a lot for your testing and findings! Most of issues are still present. I'll take a look and fix as many as possible. |
Hello @ihhub, So there is no need to open other issues for the other cases presented? |
Hi @LeHerosInconnu , give me please some time to analyse your findings. I'll let you know soon. |
@LeHerosInconnu , please create separate issue for Derelict Ship, Mermaids and Shipwreck interaction (moving or not moving onto a cell). This will be manageable to fix in this release. Also create an issue about path creation. I think we need to create path based on a direction if both paths have the same value / length. Some passability issues are fixed but some aren't as you noticed. I'll fix Reefs behavior, I think these objects are considered as a part of action objects, which is wrong. Also please create a separate issue for Whirlpools. The logic is incorrect, we shouldn't allow to move like this. |
Okay, I'll do this tomorrow. |
Hello @ihhub,
All done. |
relates to #4495 - also deduplicate code - update readability of code related to map format
relates to #4495 - also deduplicate code - update readability of code related to map format
@LeHerosInconnu , thank you very much for this! Reefs passabilities are fixed :) |
OG: |
The case described by @Branikolog is fixed. The only passability issue is left with Sawmill. |
Hello @Branikolog, This is a bug in the original game that affects many objects and which should be fixed in fheroes2. :) |
Hi, @LeHerosInconnu ! |
Preliminary checks
Platform
Windows
Describe the bug
Hello @ihhub,
So, I finished my big (and boring) test on passability without any object adjacency.
There are still many differences, here some examples:
Sawmills.
Water Lake.
Note that I had a problem while switching between the original game and fheroes2, the screen is a bit blurred and thus displayed in a different color, I didn't manage to reproduce this flaw.
There is also a difference of operating to activate the event of certain objects (#4508).
In original game:
For Shipwreck and Magellan's Maps, the hero move on the active square of the object to activate the event.
And for Derelict Ship, Mermaid and Sirens, the hero don't move over the active square of the object to activate the event.
In fheroes2:
For Shipwreck, the hero don't move over the active square of the object to activate the event.
And for Derelict Ship, Mermaid, Sirens and Magellan's Maps, the hero move on the active square of the object to activate the event.
Tell me if you want me to open one or more issues for these differences.
There are also differences in passability with the Shipwreck and Derelict Ship.
And in the case of the Shipwreck, there is a difference in passability in the original game depending on the presence or absence of terrain south of the Shipwreck position.
I think that in the case of the Shipwreck and the presence of terrain south of the position it may be a question of a bug in the original game.
In original game:
Also, I think that all the squares of the Shipwreck and the Derelict Ship should remain accessible as it is currently the case in fheroes2, it is much more natural and it does not change at all the way to play compared to the original game.
In fheroes2:
There are also differences between the predetermined path of the hero, but these are not related to passability.
I will open another issue to optimize the predetermined path of the hero (#4510).
There are also differences with the way Whirlpools work (#4509).
Related discussions: #3565, #3563 and #3562.
For the Jail, the hero passes through the Jail when he moves.
This bug is also present in the original game.
I think this can be fixed with the passability.
Tell me if you want me to open one separate issue for this.
2021-10-25.14-56-25.mp4
Some objects don't have passability, but it's the same in the original game (the case of the Jail is mentioned above).
I think they can stay that way (except for the Jail).
For me it's also okay (and preferable) that the Jail can be opened when the hero is located in the square directly north.
In the original game, the hero first moves east to open the Jail, which doesn't make much sense. :D
Now I just have to test all the possibilities with adjacency, see you in 10 years. :D
And then the passability with the Dimension Door spell, count another 10 years for that. :D :D
Note that this is a joke, I have no intention of doing this. :)
For passibility with the Dimension Door spell, a simple rule should be applied.
If the hero can move on a square on horseback, then he can also move on this square with the Dimension Door spell except for the interactive square(s) of the object (even for squares where the hero's path on horseback is blocked by another object(s) but which would be accessible if not blocked).
Here are all screenshots for passibility and predefined path differences:
https://drive.google.com/file/d/12eG_uOTrI7wSsnGJBagfvu8AGQ-qxAD0/view?usp=sharing
Save file
Here are the test scenario and the save files:
Passability test scenarios and saves.zip
Additional info
No response
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