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Gar Saxon (Gunner) checking wrong requirement. #136

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baronklutz opened this issue Feb 11, 2025 · 3 comments
Open

Gar Saxon (Gunner) checking wrong requirement. #136

baronklutz opened this issue Feb 11, 2025 · 3 comments
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bug Something isn't working

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@baronklutz
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baronklutz commented Feb 11, 2025

Fly Casual Release Version
Latest release - 2.5-20241101.04

Online Game Mode
N/A

Describe the bug
Gar Saxon (Gunner) appears to be checking whether the ship he is equipped to has a front or rear primary weapon as apposed to whether there is a valid lockable object in either the front or rear arcs. Likewise when trying to remove a red or orange token it is checking the weapon when it should be checking the arc.

To Reproduce
Equip Gar in a Gauntlet and you can observe the correct behaviour, equip him in any other eligible ship and he is functionally useless and effectively removes your ability to target lock.

Expected behaviour
Gar should restrict acquiring locks to objects in the front/rear arc regardless of the primary weapon type, he should also be able to remove red/orange tokens when attacking a ship in his front/rear arc regardless of the type of primary weapon.

Platform/Device (be as specific as possible):
Windows 10

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@Baledin
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Baledin commented Feb 12, 2025

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Reading the Gar Saxon (Gunner) text, there are two parts--obtaining the lock, and when performing an attack. I'll address them separately.

  1. When checking for locks, Gar Saxon (Gunner) limits the hostship to only obtaining locks when the defender is in the front or rear arcs. Looking at the code, this is effectively all that is checked (we have a check to allow and it only checks the arcs, not the weapon used). In practice however, it looks like the arc checks are in relation to the primary weapon despite not being specified. I'll look into this bug.
  2. The second piece of Gar Saxon states "While you perform a primary attack, if the defender is in your (front arc) or (rear arc)..." This means it should be checking the weapon used and is working as intended, except that once again the arc is in relation to the turret.

It looks like here, the front arc should always be the front arc but the code rotates the front arc when dealing with turrets--fixing that will likely fix both bugs but I anticipate it will break a number of other abilities if we change that now. I'll look at writing a new version that checks true front arcs and apply it here.

@Baledin Baledin added the bug Something isn't working label Feb 12, 2025
@baronklutz
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I would just like to add that I've tried using him equipped to a jumpmaster and a yv-666 and experienced the same (wrong) behaviour. This is what I meant by the type of weapon rather than primary/secondary.

@Baledin
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Baledin commented Feb 12, 2025

I'll look into those as well. I'm currently going down a rabbit hole trying to figure out if a turret effectively changes your forward arc (I don't think it does, just adds a turret arc) and the whole shebang. I still think the underlying issue is that turrets change that effective arc if it's also the primary weapon and that shouldn't be happening.

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