Shared sensors among allies #636
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Buginator commented Will this only be used for locked teams? Also, if this fails: ASSERT(object != NULL, "Invalid pointer"); Oh, and you might want to add a assert check to make sure player is in range? |
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Per commented Why only for locked teams? I'm not sure about changing all asserts to assert_or_return - sometimes the extra conditional is not really worth it, but I'll look into this one. |
Per commented New version of the patch. It fixes a few bugs, and generalizes the code to be utilized also for droids. Currently this support for droids has little effect, however, due to a number of bugs in the action code that I do not want to fix in this patch. It works the other way, though. You can take a sensor droid for a walk, point at interesting enemy structures, and sit back to watch the archangel missile battery fireworks. |
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Per uploaded file Fixed a bug that showed up during mission testing. |
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Per commented (In [7765]) Add the ability of allied players to share each others' sensors. Since iterating over all structures |
keyword_sensors_teams
resolution_fixed
type_bug
| by PerThis patch adds the ability of allied players to share each others' sensors. For the moment, it only works for structures by structures, but that's just how the sensor code works at the moment and I will try to fix that in a separate patch.
Since iterating over all structures by all players to see if we could use each as a sensor would be rather time consuming, I created a new set of lists (currently with only one member) that sorts objects by function. This way we can very quickly iterate over all sensors, even when there are several hundred buildings on the map. The implementation of this is rather bug prone, since it is not type safe, but it is as good as it gets without a major rewrite or porting to C++, I think.
TODO: New list code needs testing to see if it crashes somewhere in campaign, since that does a lot of funky things to the lists code.
Issue migrated from trac:636 at 2022-04-15 18:54:18 -0700
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