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Starmade | Shipyard assigns own faction to constructed ships
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Description

Vanilla build...

Build: shipyard with some connected storage, a public module on the core docker and public on shipyard computer

Upon constructing a ship, the shipyard's faction is assigned to the constructed entity. This makes impossible to construct/offer public shipyards for noobs, build stations, etc.

The requirement for public modules on the shipyard core module is also problematic, as it requires offering 6 distinct "public" shipyards (which are otherwise identical) in order to accommodate where a ship's core is accessed. It also requires that undocking ships warp out, instead of simply flying out, as the public module doesn't pass through a ship.

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.199.214
Category
Control Block System: Shipyards
First occurrence (version)
0.198.111
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce

Construct ship using shipyard not in your faction.

Tester information (Internal use only)

The shipyard seems to create a ship with faction protections even though the ship does not have a faction module to secure it.

https://youtu.be/_0BL5OJiYmg

Recommend:

C and v linking behavior for permission modules, c on the permission module and v on the blocks to have altered permissions. This should enable access to the shipyard docked entity/design without having to warp the entity out when completed.

As far as the faction inheritance, faction protections should only be applied to entities having a faction block on them with exceptions for docked entities not using a permissioned(public) dock. The entities that are docked through a non permissioned docking point should inherit faction protection from the mother entity.

If a turret or ship without a faction block on it is blown off a mothership, that entity will lose its faction protections. In the case of ai controlled entities the entity will continue its behavior when it was docked, it just wont have the faction access denial it had previously.

Placing a permission module next to a faction protected entity core, will allow operation of the entity but not build or logic modification, computer weapon/affect linking in the hotbar menu should still be allowed.

Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

Restricted Application added a project: Issue Navigation. · View Herald TranscriptMay 14 2016, 1:15 AM
SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.May 14 2016, 8:50 AM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon changed Affected Gamemode(s) from none/unspecified to Single and Multi.
SmilingDemon changed Category from none/unspecified to Engine.
SmilingDemon triaged this task as Normal priority.

-validated-
agree that the permission module should only be required on the shipyard controller

SmilingDemon added a subscriber: SmilingDemon.
SmilingDemon removed SmilingDemon as the assignee of this task.
spunkie claimed this task.May 14 2016, 7:15 PM
spunkie edited Tester information (Internal use only). (Show Details)May 16 2016, 2:53 PM
spunkie changed Reproducible from uncertain to Yes.
spunkie set Last tested (version) to 0.198.111 (Dev).
spunkie changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptMay 16 2016, 2:54 PM

-Confirmed-

The shipyard seems to create a ship with faction protections even though the ship does not have a faction module to secure it.

https://youtu.be/_0BL5OJiYmg

Recommend:

C and v linking behavior for permission modules, c on the permission module and v on the blocks to have altered permissions.

As far as the faction inheritance, faction protections should only be applied to entities having a faction block on them with exceptions for docked entities not using a permissioned(public) dock. The entities that are docked through a non permissioned docking point should inherit faction protection from the mother entity.

If a turret or ship without a faction block on it is blown off a mothership, that entity will lose its faction protections. In the case of ai controlled entities the entity will continue its behavior when it was docked, it just wont have the faction access denial it had previously.

Placing a permission module next to a faction protected entity core, will allow operation of the entity but not build or logic modification, computer weapon/affect linking in the hotbar menu should still be allowed.

I do think the same thing can be done when spawning in a blueprint in astronaut mode.

lancake raised the priority of this task from Normal to Release Blocker.
Restricted Application added a subscriber: AndyP. · View Herald TranscriptAug 9 2016, 6:09 PM
AndyP lowered the priority of this task from Release Blocker to Normal.Aug 22 2016, 7:02 AM
AndyP changed Category from Engine to Control Block System: Shipyards.Sep 5 2016, 10:15 PM
schema added a subscriber: schema.Sep 8 2016, 2:53 PM
schema changed the task status from In Queue (Game) to Resolved.

permission module next to Shipyard will now count as a permission module for the anchor block

Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptSep 8 2016, 2:53 PM
lancake added a subscriber: lancake.EditedSep 9 2016, 1:48 PM

-QA Testing-

  • unfactioned ships docked to a public shipyard anchor still inherit the faction of the shipyard and become unusable.
  • any constructed ship will inherit the faction of the shipyard. You can still undock it through the shipyard computer though.
    • if that ship has a faction module, the undocked ship will still have the shipyard's faction.
    • if it doesn't, it's neutral on undocking.

EDIT: The issue seems to be with permission modules, they don't make touching blocks public anymore.

lancake closed this task as Closed.

-QA Testing-

Fix confirmed.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptSep 9 2016, 6:58 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
lancake changed Last tested (version) from 0.198.111 (Dev) to 0.199.214.Sep 9 2016, 6:58 PM
lancake set First occurrence (version) to 0.198.111.
Restricted Application added a project: CBS: Shipyards. · View Herald TranscriptMar 10 2017, 6:13 PM