Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Staff may auto-spawn on guests walking outside of paths #7341

Closed
deurklink opened this issue Mar 23, 2018 · 3 comments
Closed

Staff may auto-spawn on guests walking outside of paths #7341

deurklink opened this issue Mar 23, 2018 · 3 comments
Labels
bug Something went wrong.

Comments

@deurklink
Copy link
Contributor

deurklink commented Mar 23, 2018

OS: [Windows 10]
Version: [0.1.3]
Commit/Build: [674e094]

When auto placing staff, they will spawn on a random walking guest. I think this was done to ensure that they will always spawn on a valid location reachable by guests. If guests are walking outside of paths however(because of removed paths or broken exits or something else), your staff may also spawn there. I am not sure if this requires fixing or not, but I decided to report this anyway, as this behaviour may not be intended.

In the following video this can be seen at around the 1:50 mark. The guy who made the video didn't notice because he was doing a speedrun, and some of his staff ended up walking in the grass for several years.

https://www.youtube.com/watch?v=Dw0e9tzLmA8

@IntelOrca IntelOrca added the bug Something went wrong. label Mar 23, 2018
@IntelOrca
Copy link
Contributor

Seems reasonable to disregard guests that are not on a footpath.

@w-fu
Copy link
Contributor

w-fu commented Mar 26, 2018

Hello @IntelOrca , I was thinking of doing my first open-source contribution on this project and was wondering if this is an issue that I could address.

@IntelOrca
Copy link
Contributor

@woshinimen This is a good issue for someone new to the code base so feel free to look at it.

w-fu pushed a commit to w-fu/OpenRCT2 that referenced this issue Apr 12, 2018
…paths

Staff placement code has been modified to only count guests who are on path tiles. If all guests in the park are off paths, then the park entrance is used as a fallback.
AaronVanGeffen pushed a commit to w-fu/OpenRCT2 that referenced this issue Apr 18, 2018
…paths

Staff placement code has been modified to only count guests who are on path tiles. If all guests in the park are off paths, then the park entrance is used as a fallback.
AaronVanGeffen pushed a commit to w-fu/OpenRCT2 that referenced this issue May 14, 2018
…paths

Staff placement code has been modified to only count guests who are on path tiles. If all guests in the park are off paths, then the park entrance is used as a fallback.
AaronVanGeffen pushed a commit to w-fu/OpenRCT2 that referenced this issue May 14, 2018
…paths

Staff placement code has been modified to only count guests who are on path tiles.
If all guests in the park are off paths, then the park entrance is used as a fallback.
AaronVanGeffen pushed a commit to w-fu/OpenRCT2 that referenced this issue May 15, 2018
…paths

Staff placement code has been modified to only count guests who are on path tiles.
If all guests in the park are off paths, then the park entrance is used as a fallback.
janisozaur added a commit that referenced this issue Jun 10, 2018
- Feature: [#1417] Allow saving track designs for flat rides.
- Feature: [#1675] Auto-rotate shops to face footpaths.
- Feature: [#3473] Add button in ride window's maintainance tab to refurbish the ride.
- Feature: [#6510] Ability to select edges or a row of tiles by holding down Ctrl using the land tool.
- Feature: [#7187] Option for early scenario completion.
- Feature: [#7266] Make headless instances use an interactive terminal with access to the in-game console API.
- Feature: [#7267] Leverage more historical data in Finances window.
- Feature: [#7316] Cheat to allow freezing all staff
- Feature: [#7332] Keyboard shortcuts for view path issues and cutaway view.
- Feature: [#7348] Add large half loops to the Vertical Drop Roller Coaster.
- Feature: [#7459] Allow opening and closing of parks that use no money.
- Feature: [#7579] New horizontal +/- spinner widgets to make adjusting values easier.
- Fix: [#2053] When clearance checks are disabled, a track piece ghost can remove non-ghost track pieces.
- Fix: [#2611] Some objects show (undefined string) instead of a description in Korean.
- Fix: [#3596] Saving parks, landscapes and tracks with a period in the filenames don't get their extension.
- Fix: [#5210] Default system dialog not accessible from saving landscape window.
- Fix: [#6134] Scenarios incorrectly categorised when using Polish version of RCT2.
- Fix: [#6141] CSS50.dat is never loaded.
- Fix: [#6647] Changelog window causes FPS drop.
- Fix: [#6938] Banner do not correctly capitalise non-ASCII characters.
- Fix: [#7176] Mechanics sometimes fall down from rides.
- Fix: [#7303] Visual glitch with virtual floor near map edges.
- Fix: [#7313] Loading an invalid path with openrct2 produces results different than expected.
- Fix: [#7327] Abstract scenery and stations don't get fully See-Through when hiding them (original bug).
- Fix: [#7331] Invention list in scenario editor crashes upon removing previously-enabled ride/stall entries.
- Fix: [#7341] Staff may auto-spawn on guests walking outside of paths.
- Fix: [#7354] Cut-away view does not draw tile elements that have been moved down on the list.
- Fix: [#7358] Peeps and staff entering rides still have the slope speed penalty set.
- Fix: [#7382] Opening the mini-map reverts the size of the land tool to 1x1, regardless of what was selected before.
- Fix: [#7402] Edges of neigbouring footpaths stay connected after removing a path that's underneath a ride entrance.
- Fix: [#7405] Rides can be covered by placing scenery underneath them.
- Fix: [#7418] Staff walk off paths with a connection but no adjacent path.
- Fix: [#7434] Diagonal ride segments cannot be deleted if they are isolated.
- Fix: [#7436] Only the first 32 vehicles of a train can be painted.
- Fix: [#7480] Graphs skip values of 0.
- Fix: [#7505] Game crashes when trying to make path over map edge while having clearance checks disabled.
- Fix: [#7528] In park entrance pricing tab, switching tabs happens on mouse-down instead of mouse-up
- Fix: [#7544] Starting a headless server with no arguments causes the game to freeze.
- Fix: [#7571] Hovering a ride design over scenery or tracks will give tons of money.
- Improved: [#2989] Multiplayer window now changes title when tab changes.
- Improved: [#5339] Change eyedropper icon to actual eyedropper and change cursor to crosshair.
- Improved: [#5832] Resize tile inspector automatically when selecting a tile element.
- Improved: [#6221] The scenario editor's invention list is now resizeable.
- Improved: [#7069] The arbitrary ride type selection dropdown is now sorted orthographically, and has its spinners removed.
- Improved: [#7302] Raising land near the map edge makes the affected area smaller instead of showing an 'off edge map' error.
- Improved: [#7435] Object indexing now supports multi-threading.
- Improved: [#7510] Add horizontal clipping to cut-away view options.
- Improved: [#7531] "Save track design" dropdown now stays open.
- Improved: [#7548] Ctrl-clicking with the tile inspector open now directly selects an element and its tile.
- Improved: [#7555] Allow setting the Twitch API URL, allowing custom API servers.
- Improved: [#7567] Improve the performance of loading parks and the title sequence.
- Improved: [#7577] Allow fine-tuning the virtual floor style.
- Improved: [#7608] The vehicle selection dropdown is now sorted orthographically.
- Improved: [#7613] Resizing the staff window now resizes the name and action columns too.
- Improved: [#7627] Allow scrolling up and down on spinners to change their values.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something went wrong.
Projects
None yet
Development

No branches or pull requests

3 participants