[FIXED] Some bugs with the boat collision detection (0.98-3.6c)

Here we stuff all the bugs we've managed to squash/squish/squelch.
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Xuri
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Some bugs with the boat collision detection (0.98-3.6c)

Post by Xuri »

First of all - boats sail through eachother. There's no collision detection whatsoever between boats :)

Also, it seems to me that the collision detection code for "drift left/left" and "drift right/right" is more error prone than that for forward/backwards movement. Sometimes the tillerman will yell about there being something in the way when I try to drift left/right, even though there are several tiles of water between my boat and either the coastline or some static items.
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If I however approach from a different direction and sail forward or backwards into the area the tillerman refused to drift left/right into, it works fine.
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Post by stranf »

I have noticed some of these errors as well; however, haven't posted them because I didn't feel they were high priority.

One area I'd like to mention about the "drift" bug.

It was impossible for me to take even a small ship through the causeway into Occlo. Therefore, a PC has to land on the outside of Occlo and walk into the town.

If you place a ship in the Occlo Bay, it is impossible to get it out. :lol:
At least....I'm not a good enough sailor to get in or out!
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Post by Xuri »

Post all errors! If the low-priority bugs never gets posted, they'll likely never be fixed either :) Don't be afraid to fill up this forum hehe.
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Post by punt »

When you brought the boat in to the dock going forward, did you bring it up past the sail? First blush of the pictures, a simple guess it is using the sail location as part of the boundary of the boat (and therefore part of the check).

Just pure speculation without looking at code, so take it for what it is.
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Post by Xuri »

Yup, could sail along the entire docks when going forward.
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Post by giwo »

punt is exactly correct, it is all about the sail position.

This is one of the issues that is still a bit... off... in our multi handling. The problem is it considers the sail to be the outer boundry of the boat, in certain scenarios, though that shouldn't affect a collision with anything on the water (except possibly another boat sail).

Anyhow, the main issue with boats though is the largely untouched movement and checking code. An area I'm a bit hesitant to dive into (at least without plenty of time to tool with it).
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Post by Xuri »

Hm. Then it must only use the sail as the outer boundary when sailing sideways, because I can sail straight along that dock close up even if the edges of the sail are above the docks.
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Post by Xuri »

Will be fixed in my next CVS commit. Fix makes it easier to both drift sideways and turn the boat around when in proximity of static objects.
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Post by Xuri »

Fixed on CVS and in UOX3 0.99!
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