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Hallucinations: Misc fixes #54307
Hallucinations: Misc fixes #54307
Conversation
Befriending hallucination was one of the main point to make hallucination NPcs in the first place #28157 |
I see, no problem. I'll revert that particular change. |
That's weird, I'll see if I can restore that behaviour. |
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"the player imagined opening the door/finding that item/etc." There's a whole different can of worms concerning potential hallucinatory items or even hallucinatory changes to the map but the question there is where does it stop and I think unless someone is super super passionate about making a deeper hallucination system that stopping roughly where you have it is the right way to go |
It looks like that behaviour still works:2022-01-11.22-02-35.mp4Not sure if that's the way it's supposed to work, but the door remains closed. |
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- Prevents hallucinations from attacking non-hallucinations - Prevents hallucinations from opening doors - Prevents hallucinations from shoving vehicles
- Prevent hallucinations from opening doors - Prevent player from stealing from hallucinations - Prevent player from trading with ally hallucinations - Prevent player from asking ally hallucinations to drop items - Prevent hallucinations from training the player (and vis-versa)
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Summary
None
Purpose of change
Fixes #53674.
Fixes #53678.
Fixes #52808.
Fixes #53675.
Describe the solution
Add additional checks for hallucinations on various actions in
monster::move
, as well as conditional dialogue for hallucinated NPCs. This fixes certain actions to/from hallucinations:Describe alternatives you've considered
I guess some of these bugs could be written off as "the player imagined opening the door/finding that item/etc."
There's some additional weirdness about hallucinations that I haven't addressed here, like projectiles that do real damage (and grenades...)
Testing
Hallucinations can only target other hallucinations and the player
Spawning a zombie hulk (real) and a giant wasp (hallucinated):
Spawning a zombie hulk and a giant wasp (both hallucinated):
They attack each other, but nothing is printed to the log.
Hallucinations can't shove vehicles
Spawning a zombie hulk next to a beetle results in the hulk shoving the car:
Trying the same with a hallucinated zombie hulk results in the car not being shoved.
Hallucinations can't open doors
(Left: hallucinated feral human, right: real feral human)
Attempting to steal from a hallucination
Asking hallucination to train the player
Attempting to trade via interaction menu
Additional context
TODO:
Restore teleporting hallucinations (so they can move through doors)Looks like it was never broken to begin with