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Attack state can get confused #93

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IceRaptor opened this issue Apr 8, 2021 · 1 comment
Open

Attack state can get confused #93

IceRaptor opened this issue Apr 8, 2021 · 1 comment

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@IceRaptor
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@FrostRaptor I have a bit of an oddity for you. I here have a log that shows that a Locust IIC (a 25 ton mech) did 95 damage with a kick (and 48 instability). Here's the relevant log excerpt:
19:41:22.553 Melee sequence 1387 created for attacker: Locust IIC_Recruit_124FB4F4 vs. target: Nightstar_Slapdash_7B9F1E30 using position: (-444.0, 163.8, -145.5)
19:41:22.553 -- Initial requested weapons:
19:41:22.554 Setting current melee type to: Kick and weapon to: Melee
19:41:22.554 For Locust IIC_Recruit_124FB4F4 set melee weapon damage: 95 and instability: 48
19:41:35.999 == Resolving cluster damage, instability, and unsteady on melee attacker: Locust IIC_Recruit_124FB4F4 and target: Nightstar_Slapdash_7B9F1E30.
19:41:35.999 -- AttackSequence: 1390 hit the target.
19:41:35.999 -- Adding 48 absolute instability to target.
19:41:35.999 -- Forcing target to become unsteady from attack!

File attached. This is obviously wrong, but I'm not sure why it's happening. Ticket is #ticket-0563 if you want full logs.

@IceRaptor
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Looks like the state got confused between player selection of type and the action, because the AI calculated retaliation:

19:41:22.533 AITUIL_EDFA - entered.
19:41:22.533 === Calculating expectedDamage for Nightstar_Slapdash_7B9F1E30 melee attack from position: (-457.9, 164.9, -124.7) against target: Locust IIC_Recruit_124FB4F4 at position: (-457.9, 164.9, -124.7)
19:41:22.533 useRevengeBonus: False
19:41:22.533 --- weaponList:
19:41:22.533 Melee
19:41:22.533 LRM20
19:41:22.533 Gauss Rifle
19:41:22.533 Gauss Rifle
19:41:22.533 ER M Laser
19:41:22.533 ER M Laser
19:41:22.533 C3 Master
19:41:22.534 Modifying Nightstar_Slapdash_7B9F1E30's melee attack damage for utility
19:41:22.534 Evaluating utility against state: KICK

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