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Starmade | response fleets do not spawn for custom trade stations
Closed, RejectedPublic

Description

Subtask of: T471

Pirates seem to spawn in a distance of around 2 sectors distance to calling object.

To check:

  • direction of spawn (always 2 sectors off in one direction?)
  • influence of sector size

Details

Commits
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19484 (Dev)
Category
AI
First occurrence (version)
0.19400
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

AndyP updated the task description. (Show Details)Sep 14 2015, 8:07 PM
AndyP added projects: Starmade, Game Development.
AndyP shifted this object from the S1 Public space to the S3 Starmade space.
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP edited Clientconfig (settings.cfg). (Show Details)
AndyP created this task.
AndyP assigned this task to thakyZ.
AndyP raised the priority of this task from to High.
Restricted Application edited projects, added Issue Navigation; removed Game Development. · View Herald TranscriptSep 14 2015, 8:07 PM
AndyP set Task Type to Bug.
AndyP set Category to none/unspecified.
AndyP set Affected Gamemode(s) to none/unspecified.
AndyP set Reproducible to uncertain.
AndyP set OS-Specific to No.
AndyP set Hardware-Specific to No.
AndyP set Video Card Vendor to uncertain.
AndyP removed thakyZ as the assignee of this task.
AndyP renamed this task from response fleets do not spawn in sane distance to object to defend to response fleets do not spawn.
AndyP claimed this task.
AndyP changed the task status from Open to In Queue (Game).Sep 15 2015, 7:45 AM

-Confirmed-

After testing this a while, it looks like "trade guild" is spawning in simulation groups,
but response fleets do spawn at all.
(New and old spawn system tested)

Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptSep 15 2015, 7:45 AM

Additional info from @Matt_Bradock

What I deducted from thorough testing and info from other players, the pirate reinforcement wave can spawn anywhere in the 3x3x3 sector cube with the station in the middle. The problem is, that you don't have vision to all those, you have vision only to 7 sectors out of that 27, because what you see is the sector you're in, and the 6 that share a side with yours. You don't see into sectors situated diagonally to yours. There is only 25.9% chance that the pirate wave spawns in a sector you have vision and sensors coverage in - which is why you usually don't see the pirates: they have spawned in one of those diagonal sectors and the best way to find them is to check the corners of that 3x3x3 sector cube surrounding the pirate station. At least, that seems to work for me. Check the upper corners first as they are more likely to spawn there.
/initiate_wave works because that command always spawns the baddies in the same sector you're in. Station attack triggering pirate spawns used to work the same until the wave customization update. What would certainly solve the matter is making only the 6 sectors adjacent to the pirate station, and the station's sector itself eligible for spawning the pirate wave. Thus, they'd always show up on your nav.

This could be a good trail to fix it.
To my knowledge the sectors loaded around a player were always 3x3x3 but if this changed, this would be the cause for the spawning to drop the pirates in unloaded areas.

plusnine added a subscriber: plusnine.EditedOct 15 2015, 12:04 AM

in addition to the placement issues noted above, i am noticing that regardless of the ship i am in, only an "/initiate_wave 1 1 -1" equivalent group of reinforcements is ever spawned in.

is it possible to confirm or deny that currently the only pirate ships that spawn do so as a result of a pirate station's distress call? i am no longer seeing any loose pirates anywhere in the universe (despite having a full set of 10 AI waves installed), but see nothing to this effect in the changelog published alongside the wave designer.

i would be keen to follow-up on this particular issue as i am trying to design some fun, naturally occurring, and variable pirate action for players, but it is hard to know what to report on a feature i am unsure of the design and intent behind. i don't entirely know what "working" is supposed to look like for pirate spawns anymore.

You can test it easily in single player.

Create a new world and set as default.
Start the game.
Add a wave with 1 Isanth for Faction -1 and difficulty 1.
Spawn a battleship and get in.
Jump to undiscovered stations till you find a pirate station and attack it.
After 10 distress calls, look with "/search Isanth" for the spawned amount of Isanth around. I don't think you will find 10.
Wait till the come to you..... or not.

Last tested with 0.19446 and a sector size of 5 km.

schema added a subscriber: schema.Oct 30 2015, 1:10 PM
schema changed the task status from In Queue (Game) to Resolved.

Fixed as byproduct of T673

(it was possible for stations to be included in response fleet. the database entry was faulty (database UID should never include a prefix like ENTITY_SHIP as they have a type anyways), so the ships couldn't find their data)

Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptOct 30 2015, 1:10 PM
lancake changed the task status from Resolved to In Queue (Game).

-QA Testing-

[2015-10-30 21:57:43] java.sql.SQLSyntaxErrorException: unexpected token: CAST required: )
[2015-10-30 21:57:43] 	at org.hsqldb.jdbc.JDBCUtil.sqlException(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.jdbc.JDBCUtil.sqlException(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.jdbc.JDBCPreparedStatement.<init>(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.jdbc.JDBCConnection.prepareStatement(Unknown Source)
[2015-10-30 21:57:43] 	at org.schema.game.common.controller.database.DatabaseIndex.a(SourceFile:730)
[2015-10-30 21:57:43] 	at org.schema.game.common.controller.database.DatabaseIndex.a(SourceFile:2432)
[2015-10-30 21:57:43] 	at obfuscated.Zd.run(SourceFile:2327)
[2015-10-30 21:57:43] 	at org.schema.schine.network.server.ServerEntityWriterThread.run(SourceFile:48)
[2015-10-30 21:57:43] Caused by: org.hsqldb.HsqlException: unexpected token: CAST required: )
[2015-10-30 21:57:43] 	at org.hsqldb.error.Error.parseError(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserBase.unexpectedTokenRequire(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserBase.readThis(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadAllTypesValueExpressionPrimary(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadAllTypesPrimary(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadAllTypesFactor(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadAllTypesTerm(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadAllTypesCommonValueExpression(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadValueExpressionOrNull(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadValueExpressionWithContext(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.readRow(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDQL.XreadContextuallyTypedTable(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserDML.compileInsertStatement(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserCommand.compilePart(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.ParserCommand.compileStatement(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.Session.compileStatement(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.StatementManager.compile(Unknown Source)
[2015-10-30 21:57:43] 	at org.hsqldb.Session.execute(Unknown Source)

Nothing gets spawned, seems there's still a database issue. (I didn't have any enemy usable ships selected at first, but i did afterwards which gave me SQL exceptions)

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptOct 30 2015, 9:04 PM
lancake raised the priority of this task from High to Release Blocker.Oct 30 2015, 9:04 PM
lancake set First occurrence (version) to 0.19400.Nov 5 2015, 7:49 AM
lancake changed Reproducible from uncertain to Yes.
lancake set Last tested (version) to 0.19476.

Update, the fleets spawn now but they don't immediately fly to you. It can take 2 minutes to half an hour till they reach you.

Apparently everything was fine in 0.19361, but not since 0.19400


I started my test again with version 0.19478. With 6 calls 4 Isanth Type-Zero Mm were spawned. Only the first and nearest wave 0-0 came to my position, but this is the same behavior like before. The other disappeared when I used search command again? See screenshot. I jumped to the position of wave 3-0 and it was there and attacked me.


I started a second try. With 3 calls 3 Isanth (6-0, 7-0, 8-0) were spawned. After 12 minutes they were still in the same sector.

schema added a commit: Restricted Diffusion Commit.Nov 6 2015, 3:19 PM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptNov 6 2015, 3:19 PM
lancake changed the task status from Resolved to In Queue (Game).Nov 6 2015, 8:41 PM

-QA Testing-

Fantastic, works again. Pissed so many pirate stations and trading guild shops off that I had 40 isanths chasing me for a long time.

I did notice however that the custom trading guild shops don't send a message out, nor does a fleet come to aid them. The turrets on those stations don't fire at you either unless you deal block damage to that specific turret.

Lowering priority and changing title.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptNov 6 2015, 8:41 PM
lancake changed Category from none/unspecified to AI.Nov 6 2015, 8:41 PM
lancake changed Affected Gamemode(s) from none/unspecified to Single and Multi.
lancake changed Last tested (version) from 0.19476 to 0.19484 (Dev).
lancake renamed this task from response fleets do not spawn to response fleets do not spawn for custom trade stations.
lancake lowered the priority of this task from Release Blocker to Normal.
lancake closed this task as Rejected.Dec 22 2016, 10:13 PM

-Rejected-

Not valid anymore, this system won't be used anymore when NPC factions take over completely.

Restricted Application removed a project: Game Development. · View Herald TranscriptDec 22 2016, 10:13 PM
AndyP changed the status of subtask T673: Not all mobs have the "MOB" tag in name anymore from In Queue (Game) to In Queue.Mar 10 2017, 5:13 PM
Restricted Application added a project: AI. · View Herald TranscriptMar 10 2017, 5:13 PM
Restricted Application removed a project: AI. · View Herald TranscriptMar 10 2017, 5:48 PM
Restricted Application added a project: AI. · View Herald TranscriptMar 10 2017, 6:25 PM