[StrangePan] [2.0.11] Unit commands seems not behaving properly.

heyqule
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[StrangePan] [2.0.11] Unit commands seems not behaving properly.

Post by heyqule »

In test case 1, the group does "attack area" command, but they are not attacking. The attack area has a rocket silo. The group went to the target area and then hit moving_state.stale . They did not attack the rocket silo and the group completed the command as "success" in on_ai_command_completed.
udrunk..JPG
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In test case 2 Compound command behavior seems not right. The group is supposed to go to area 1 and then attack area 2. The group only finished the first command. Then its moving_state hit "stale". The group command return as failure result in on_ai_command_completed event. The command chain was dropped from the group.

I draft 2 test cases here without other mods.
https://drive.google.com/file/d/1XxxrEL ... drive_link

Here is how you run the test.
Once you unzip the testcase mods to the mod folder. You load the scenario Factorio Test/Test as new game. Click the left top button to open the UI and run the test. You can change the game.speed in the hq_factorio_test/unit-group.lua file to observe their behavior.
RunTest.jpg
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There are around 10 tests in my mod which are failing due to these unit command behaviors. Those tests run fine in 1.1. Any insight on these issue are appreciated.

I have another question. How does LuaCommandable's moving_state work? The units from both cases got the stale state.
Last edited by heyqule on Mon Oct 28, 2024 5:29 pm, edited 1 time in total.
cogito123
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Re: [2.0.11] Unit commands seems not behaving properly.

Post by cogito123 »

Similar issue reported under viewtopic.php?f=7&t=116916&p=623629#p623629
heyqule
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Re: [2.0.11] Unit commands seems not behaving properly.

Post by heyqule »

I added a few more tests to test other command. Flee and build base failed too. Using compound command with wandering, then go to location work fine.

Here are the updated tests.
https://drive.google.com/file/d/1jFh72I ... drive_link
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