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Adjacent 'standing mirrors' block vision even when standing on them #28694

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reasonablytall opened this issue Mar 14, 2019 · 6 comments · Fixed by #29908
Closed

Adjacent 'standing mirrors' block vision even when standing on them #28694

reasonablytall opened this issue Mar 14, 2019 · 6 comments · Fixed by #29908
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<Bug> This needs to be fixed [C++] Changes (can be) made in C++. Previously named `Code`

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@reasonablytall
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Describe the bug
When there are 3+ adjacent mirrors along a wall, standing on the middle one doesn't reveal vision of the wall as it should. This doesn't occur when the mirrors aren't along the wall.

This particular edge case isn't too impactful, but I figured I would report it in case there are other examples or it impacts the vision system.

To Reproduce
Steps to reproduce the behavior:

  1. Make a player.
  2. Find/make a row of standing mirrors along a wall - I found it in a basement gym.
  3. Check vision as you stand on the center mirror. Compare with other configurations with fewer mirrors.

Expected behavior
When standing on furniture, I should be able to see all around it.

Screenshots
Mirrors block view (expected, right?):
image

Standing on the center mirror doesn't reveal the wall behind it:
image

Moving the mirrors to the sides reveals the wall:
image

Moving the three mirrors away from the wall fixes the issue:
image

This bug occurs even when the mirrors are broken:
image

Versions and configuration(please complete the following information):

  • OS: Windows 10
  • Game Version: 0.D - first release
  • Graphics version: Tiles
  • Mods loaded:
[
  "dda",
  "no_npc_food",
  "filthy_morale",
  "novitamins",
  "realguns",
  "makeshift",
  "More_Survival_Tools",
  "modular_turrets",
  "Salvaged_Robots",
  "alt_map_key",
  "mutant_npcs",
  "more_locations",
  "FujiStruct",
  "mapgen_demo",
  "oa_additional_buildings_mod",
  "Urban_Development",
  "boats",
  "deoxymod",
  "blazemod",
  "Tanks"
]
@reasonablytall reasonablytall changed the title Adjacent standing mirrors block vision even when standing on them Adjacent 'standing mirrors' block vision even when standing on them Mar 14, 2019
@Night-Pryanik Night-Pryanik added <Bug> This needs to be fixed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels Mar 14, 2019
@Night-Pryanik
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Looks like this is a bug in the LOS system.

@kevingranade
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Not sure if this is lighting or LOS, I'm pretty sure your character is the source of the light, so it can easily be the case that the square is not illuminated rather than invisible, and the cause is some interaction caused by standing on an opaque tile (which is not a typical situation) while adjacent to another opaque tile.
Either way, thanks for reporting.

@kevingranade
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I SUSPECT all we need to do is to set the square the player is standing on to transparent when calculating FoV and Dynamic lighting, probably here

@reasonablytall
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I should've tested this, but I'm pretty sure that I had the stats/eye encumbrance to see 1 space around me without my flashlight in that basement.

@reasonablytall
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I went back, the same situation with no flashlight:
image

The same, but with the outer mirrors moved to the sides:
image

@kevingranade
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kevingranade commented Mar 17, 2019 via email

@Night-Pryanik Night-Pryanik added [C++] Changes (can be) made in C++. Previously named `Code` and removed Fields / Furniture / Terrain / Traps Objects that are part of the map or its features. labels Mar 17, 2019
Yunatan added a commit to Yunatan/Cataclysm-DDA that referenced this issue Apr 24, 2019
# |<-- Using around 50, Maximum 72 Characters -->|
Allow character to see an opaque tile while standing on another adjacent opaque tile.

# Explain why this change is being made
# |<----      Limit Each Line to a Maximum Of 72 Characters       ---->|

# Provide links or keys to any relevant tickets, articles or other resources
# Example: fixes CleverRaven#1234, closes CleverRaven#2345, resolves CleverRaven#3456, references CleverRaven#4567
Fixes CleverRaven#28694
Yunatan added a commit to Yunatan/Cataclysm-DDA that referenced this issue Apr 25, 2019
kevingranade pushed a commit that referenced this issue Apr 26, 2019
…ent opaque tile (#29908)

* Allow character to see an opaque tile while standing on another adjacent opaque tile.
Fixes #28694
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Labels
<Bug> This needs to be fixed [C++] Changes (can be) made in C++. Previously named `Code`
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