[Ohrrpgce] SVN: james/12684 Add attacker animations "Run and Hide" and "Unhide" that work like "Jump

James Paige Bob at hamsterrepublic.com
Sat Jan 29 07:12:21 PST 2022


On Fri, Jan 28, 2022 at 9:55 AM Ralph Versteegen <teeemcee at gmail.com> wrote:

>
>
> On Fri, 28 Jan 2022 at 16:46, James Paige <Bob at hamsterrepublic.com> wrote:
>
>>
>>
>> On Thu, Jan 27, 2022 at 7:01 PM Ralph Versteegen <teeemcee at gmail.com>
>> wrote:
>>
>>>
>>>
>>> On Mon, 17 Jan 2022 at 03:53, James Paige <Bob at hamsterrepublic.com>
>>> wrote:
>>>
>>>>
>>>>
>>>> On Sat, Jan 15, 2022 at 11:25 PM Ralph Versteegen <teeemcee at gmail.com>
>>>> wrote:
>>>>
>>>>> Nice! Just what was always missing.
>>>>>
>>>>> I think that the name "Run In (unhides attacker)" which you used at
>>>>> first was better than "Unhide", because it does more than just unhiding.
>>>>> Plus I think that when the attack editor gets cleaned up the Always
>>>>> Hide/Unhide options would be placed right below the attack animation
>>>>> option, so "Attacker animation: Unhide" "Unhide attacker: YES" would be odd.
>>>>>
>>>>
>>>> Good point. I'll rename it back to "Run In"
>>>>
>>>>
>>>>>
>>>>> I noticed some glitches (bug #1234) but they're shared with Jump, so
>>>>> no new problem there.
>>>>>
>>>>> I was hoping that adding BattleSprite.hidden meant some code cleanup
>>>>> occurred, but I see you dodged the issue (something I should learn to do)
>>>>> and just added it in addition to the .vis mess. Which means that the
>>>>> following comment change you made is not correct (or at least, removes
>>>>> truth)
>>>>>
>>>>
>>>> You caught me! Okay, I went back and did the bare minimum of cleanup to
>>>> make my change to that comment accurate :D
>>>>
>>>
>>> This (r12690) really is some nice cleanup, disentangling .hidden from
>>> .vis. But did you check everywhere that .vis was used to see they should
>>> check .hidden?
>>>
>>
>> No I didn't check everywhere, could have missed other spots too
>>
>>
>>> In particular, I noticed that targenemycount checks just .vis, so that
>>> has some significant consequences: previously if all an enemies jumped it
>>> would count as being Alone, now not. I'm not sure if that's a bug or a
>>> feature, maybe it needs a backcompat or preference bit.
>>>
>>
>> I think the old behavior was a bug. Definitely unintentional.
>>
>
> I agree, but maybe I'll add a pref bit anyway, since it's easy to do so,
> and could be useful.
>
>
>>
>>
>>> More significantly battle_meters_can_advance and turn_mode_time_passage
>>> now don't advance time if all targets are hidden, which is game breaking.
>>>
>>
>> Oop! Yeah, that one sounds important to fix!
>> Hmmm. does that mean it would only break when all heroes and all enemies
>> jumped at the same time? That would be rare.
>> Either way, I have added it to my todo list to test and fix
>>
>
> To hit the issue you only need all enemies to jump. Which is easy if
> there's just one.
>

Did you already do something to fix this one?
I can't reproduce this in either active-time or turn-based combat. When
there is a single enemy, and it jumps, time flows normally as expected


>
> Completely separately to .vis vs .hidden, targenemycount also hasn't been
> updated for turncoat and defector. In some places it's used to count
> allies, in others to count foes.
>
>
>>
>>
>>> Also I noticed reset_enemy_state doesn't reset .hidden, so transmog used
>>> to undo Jump, but now it doesn't. Also a bug-feature? I didn't go through
>>> all uses of .vis.
>>>
>>
>> I didn't realize that transmog used to reset jump. I guess I had never
>> tested transmog mid-jump-- but I would consider the new behavior a bugfix.
>> I did intentionally avoid resetting hidden on transmogrification, figuring
>> that sometimes you would want an enemy to hide, and then return in a
>> different form.
>>
>
> I agree that it's better that transmog doesn't unhide. But we should at
> least try to document all these changes as bugfixes in whatsnew.
>
>
>>
>> I better review all of the .vis uses just to be complete.
>>
>>
>>>
>>>
>>>
>>>>
>>>>    vis as bool   'Roughly, but not exactly, visibility:
>>>>>                  'For combatants: Is alive (or dying interruptted) and
>>>>> visible (didn't jump).
>>>>>                  '  Gets set to YES while an enemy is performing an
>>>>> on-death attack.
>>>>> -                '  Gets set to NO while it's dissolving or fleeing
>>>>> after death, or
>>>>> -                '  or if jumped off-screen
>>>>> +                '  Gets set to NO while it's dissolving or fleeing
>>>>> after death
>>>>>
>>>>> On Sun, 16 Jan 2022 at 04:15, <subversion at hamsterrepublic.com> wrote:
>>>>>
>>>>>> james
>>>>>> 2022-01-15 07:15:33 -0800 (Sat, 15 Jan 2022)
>>>>>> 279
>>>>>> Add attacker animations "Run and Hide" and "Unhide" that work like
>>>>>> "Jump" and "Land"
>>>>>>
>>>>>> Add bitsets that allow other attacks to hide/unhide attackers,
>>>>>> regardless of their attacker animations
>>>>>>
>>>>>> Add a .hidden member to the BattleSprite type, instead of overloading
>>>>>> the meaning of .vis
>>>>>> ---
>>>>>> U   wip/attackedit.bas
>>>>>> U   wip/battle_udts.bi
>>>>>> U   wip/bmod.bi
>>>>>> U   wip/bmod.rbas
>>>>>> U   wip/bmodsubs.bas
>>>>>> U   wip/loading.rbas
>>>>>> U   wip/udts.bi
>>>>>>
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