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A list of crate bugs #1272

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mugg91 opened this issue May 28, 2022 · 2 comments
Open

A list of crate bugs #1272

mugg91 opened this issue May 28, 2022 · 2 comments
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bug An *objective* unintended feature/mechanic that should be fixed

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@mugg91
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mugg91 commented May 28, 2022

Description

Bug 1: Crates which have custom content packed inside will often unpack them one tile too high, such as:
hall, tradingpost, kitchen, nursery, workbench, dummy

While unpacked flowers, bush, grain_plant, dummy etc. is aligned to the ground correctly, directly spawned in flowers, bush, grain_plant, dummy etc. will be one tile too high.

Expected Behavior:
Static blobs unpacked from crate as well as directly spawned in ones should always be directly aligned to the ground.


Bug 2: The description of a custom crate can only be one word long.
So !crate shark Your Little Darling will actually show up as Crate with Your.
Also it can contain swear words even when the censor is turned on.
Also it cannot consist of only 1 character, for some reason it must be 2 characters.
Also it can be very lengthy, so not everything can be read.

Expected Behavior:
The description should consist of everything that comes after the first string token.
Check for swear words.
Allow a description consisting of 1 character.
Cap the first string token and the description to 30 characters or so.


Bug 3: Crate with tdm_spawn or war_base in them will unpack them in the top left of the map.

Expected Behavior:
Should unpack them at the crate's position instead.


Bug 4: !crate catapult will show a boat icon on the crate.
!crate ballista , !crate longboat , !crate warboat , !crate mounted_bow will show a question mark, even though there is a correct icon available.
Icons on crate will be mirrored when left-facing, which looks odd with a mirrored question mark.

Expected Behavior:
Show the correct icons if available.
Add icon for airship and bomber.
Don't mirror the question mark icon.


Bug 5: If you !crate catapult and unpack it without picking it up, the crate will unpack a neutral catapult. You can sit in it while it is also being converted to your team.

Expected Behavior:

Set crate to the same team as the player starting the unpacking. (Fixed in PR #1270 )

Alternatively or additionally, make it so that when you take a seat inside a neutral vehicle you will insta-convert it to your team. (TODO for PR #1251 - if this is done make sure neutral mounted bow in TDM can still be seated by both teams.)


Bug 6: !crate anyblob (add at least one space and no description after "anyblob"), if you unpack this crate, it will not show a progress bar.
Does not happen with !crate anyblob (no spaces) and !crate anyblob someDescription.

Expected Behavior:
Show a progress bar.


Bug 7: A crated sign will not come out static, but instead will fall down.

Expected Behavior:
Unpack a static sign.
If you want to go really advanced, you could make Sign only be static when on top of a ground. Otherwise make it fall down and make it static when it hits a ground again. Add cloud animation when it hits a ground in this way.


Bug 8: Not a crate bug per sé but still listing it here:
Builder blobs spawned in via chat command or unpacked from crate will often fly through the ground or break without serving any purpose.
!ladder will spawn a ladder that falls through the ground.
Spikes unpacked from !crate spikes will fly through wood blocks.
When using !magazine or !crate magazine , the Magazine will break soon after appearing.

Expected Behavior:
Since crates can only be unpacked on ground, you could try to place the builder blob on the ground.
Try to align spikes to a block.
Otherwise, make it fall down but collide with any solid blobs like usual.


Bug 9:
You can put item in a crate even when you are a half screen length away. You can even do it when the crate is behind like 4 blocks of walls.
Simply hold an item, show buttons and go within half a screen length.
You shouldn't be able to see any buttons unless you are near.

@eps0003 eps0003 added the bug An *objective* unintended feature/mechanic that should be fixed label May 28, 2022
@eps0003
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eps0003 commented May 28, 2022

It is preferred that each bug is its own issue so they can each be tracked individually.

@mugg91
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mugg91 commented Jun 13, 2022

For bug 9, isInventoryAccessible() can be made to return false if the caller is a long distance away. But then no button will get displayed. A disabled button (which becomes enabled when getting closer) would be better.

If isInventoryAccessible(...) {return true;} is used and GetButtonsFor(...) doesn't actually draw any buttons, then an inventory button will still be drawn by default. I guess it is done engine-side for any blobs that have inventory space set in their cfg. The radius for when the inventory button becomes enabled should be reduced there.

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