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

Ralph Versteegen teeemcee at gmail.com
Sat Jan 29 20:25:19 PST 2022


On Sun, 30 Jan 2022 at 04:12, James Paige <Bob at hamsterrepublic.com> wrote:

>
>
> 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
>

I should have been more specific. Those functions call targenemycount and
cause time to advance when it would otherwise be paused if there are no
enemies. For active time battles, that means if "Pause on all battle menus
& targeting" or one of the other pause bits is set. I just tested it in
active time and can confirmed it's broken. You can still tap ESC to advance
time. Well, since I went to the trouble of identifying it and adding
is_foe_of and testing I guess I'll fix it too.


>
>
>>
>> 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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>>>>>>>
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