Skip to content

CG provides ranged attack order but melee results when attacker has no melee choices #24

@IceRaptor

Description

@IceRaptor

Unexpected hang on enemy melee attacking one of my units, I thought it didn't roll the attack at all after I got control again, but looking at the combat log again I'm just blind and dumb
Attachment file type: archive
RogueLogs.zip
10.10 MB
Realized that after I opened the ticket though, so uh... Sorry. Only issue here is moderate hanging, which is pretty normal in my experience
Harkonnen — 06/04/2021
@FrostRaptor it wasnt a lock here, but:
2021-06-04T01:51:13 [WARNING] 05:51:13.626 Could not select a valid attack for the selected sequence - this should NEVER happen!
2021-06-04T01:51:44 CombatLog.AttackSequence [ERROR] Anim timeout for melee attack NotSet, time: 30.01322, timeout: 30, attacker: Jenner JR7-K, target: Bellerophon BEL-1X
and again no evalution in CG
FrostRaptor — Today at 9:57 PM
Actually... things look confused, but I think there is an attack eval in here.
What's strange is that during the 05:50 mark, CG is evaluating attacks from:
05:50:39.507 Gathering damage predictions for weapon: SnubNose PPC from attacker: UrbanMech UM-R80_Recruit_5E693AE8 to target: Wolverine WVR-1R_Flycatcher_EC1A10DE
05:50:39.507 -- Done!
Then at 05:51:13 it has:
05:51:13.140 CJMCN:T - === actor:Jenner JR7-K_Private_BDB3FEEE has currentHeat:0 and acceptableHeat:66
05:51:13.140 CJMCN:T - calculating 0 nodes
The last unit to activate is the Jenner:
2021-06-04T01:51:13 MissionControl [DEBUG] [AI] [Round '10' Phase '29' Unit Action '1'] ['TargetTeam' unit 'Jenner JR7-K' AI type 'CoreAITree'] Log Node
2021-06-04T01:51:13 MissionControl [DEBUG] [AI] [HasFollowLanceTargetNode] False
The animation times out:
2021-06-04T01:51:31 AudioEvents [DEBUG] Suspending Audio Engine. Still proccess? True
2021-06-04T01:51:44 CombatLog.AttackSequence [ERROR] Anim timeout for melee attack NotSet, time: 30.01322, timeout: 30, attacker: Jenner JR7-K, target: Bellerophon BEL-1X
Melee log keeps spamming:
05:51:13.163 Medium Laser
05:51:13.163 Modifying Jenner JR7-K_Private_BDB3FEEE's melee attack damage for utility
05:51:13.164 Failed to find a valid melee state, marking melee weapons as 1 damage.
Here's the real meat - the Jenner could not pick any valid attack pattern, despite having legtimate nodes:
05:51:13.204 -- sorting nodes by raw distance
05:51:13.204 -- attacker less than 10m from target, allowing one node only!
05:51:13.204 -- removing pathnode as we already have : 3 selections.
05:51:13.204 -- removing pathnode as we already have : 2 selections.
05:51:13.204 Building CHARGE state for attacker: Jenner JR7-K_Private_BDB3FEEE @ attackPos: (108.0, 81.9, -103.9) vs. target: Bellerophon BEL-1X_Vortex_57245CBC
05:51:13.204 Attacker cannot charge, skipping.
05:51:13.204 Building DFA state for attacker: Jenner JR7-K_Private_BDB3FEEE @ attackPos: (108.0, 81.9, -103.9) vs. target: Bellerophon BEL-1X_Vortex_57245CBC
05:51:13.204 Attacker cannot DFA, skipping.
05:51:13.204 Building KICK state for attacker: Jenner JR7-K_Private_BDB3FEEE @ attackPos: (108.0, 81.9, -103.9) vs. target: Bellerophon BEL-1X_Vortex_57245CBC
05:51:13.204 Attacker cannot kick, skipping.
05:51:13.204 Building PHYSICAL WEAPON state for attacker: Jenner JR7-K_Private_BDB3FEEE @ attackPos: (108.0, 81.9, -103.9) vs. target: Bellerophon BEL-1X_Vortex_57245CBC
05:51:13.204 Attacker cannot make a physical attack, skipping.
05:51:13.204 Building PUNCH state for attacker: Jenner JR7-K_Private_BDB3FEEE @ attackPos: (108.0, 81.9, -103.9) vs. target: Bellerophon BEL-1X_Vortex_57245CBC
05:51:13.204 Attacker cannot punch, skipping.
05:51:13.205 Building melee pathing from attacker: Jenner JR7-K_Private_BDB3FEEE to target: Wolverine WVR-1R_Flycatcher_EC1A10DE
05:51:13.205 found 0 nodes that are not blocked and within height
Looks like kick was excluded as an anim... for some reason?
05:51:13.204 ValidMeleeHeights => Ground, Low, Medium, High
05:51:13.204 - chassis requires right arm for punch anim, but is missing - cannot punch
05:51:13.204 - Adding tackle
05:51:13.204 - Returning 1 available attack animations
The Jenner stands up at the 01:50 mark:
2021-06-04T01:50:07 CombatLog.ActorActivation [LOG] Actor Jenner JR7-K standing up
Looks like the Jenner lost a leg at 01:49:

2021-06-04T01:49:07 CombatLog.Attacking [WARNING] OnAttackSequenceImpact is dealing <= 0 damage: base dmg: 60, total: 0
2021-06-04T01:49:07 CombatLog.Attacking [LOG] Actor Jenner JR7-K (9e2d0fed-3d92-42ee-92d0-2cc595709f2a.0) - Jenner JR7-K (9e2d0fed-3d92-42ee-92d0-2cc595709f2a.0) FLAGGED FOR KNOCKDOWN!
2021-06-04T01:49:07 CombatLog.AbilitiesAndEffects [LOG] Jenner JR7-K loses effect Intact Actuator due to cancellation or removal
2021-06-04T01:49:07 CombatLog.AbilitiesAndEffects [LOG] Jenner JR7-K loses effect Intact Actuator due to cancellation or removal
2021-06-04T01:49:07 CombatLog.AbilitiesAndEffects [LOG] Jenner JR7-K loses effect Intact Actuator due to cancellation or removal
2021-06-04T01:49:07 CombatLog.AbilitiesAndEffects [LOG] Jenner JR7-K loses effect Intact Actuator due to cancellation or removal
Expand
message.txt
3 KB
So what happens is... Jenner has no leg, so cannot charge or kick.
It has no arm for the punch animation:
05:51:13.204 ValidMeleeHeights => Ground, Low, Medium, High
05:51:13.204 - chassis requires right arm for punch anim, but is missing - cannot punch
So it cannot punch. It has no physical weapon. So it cannot attack.
So basically... the game thinks it should melee even though it cannot by CBTBE rules.
Idget — Today at 10:24 PM
😐
Poor Jenner.
FrostRaptor — Today at 10:33 PM
The thing is... CleverGirl is clearly telling the AI to make a shooting attack against the Wolverine:
05:50:11.242 AEHelper found 2 different attack solutions after evaluating attacks
05:50:11.242 evaluated attack of type Shooting with 1 weapons, damage EV of 3.92, heat -27
05:50:11.242 evaluated attack of type Shooting with 0 weapons, damage EV of 0, heat -36
05:50:11.242 best shooting: 3.92 melee: 0 dfa: 0
05:50:11.242 BehVars => ExistingTargetDamageForDFAAttack: 0.2 OwnMaxLegDamageForDFAAttack: 0.9
05:50:11.242 ==== Evaluating attack solution #0 vs target: Wolverine WVR-1R_Flycatcher_EC1A10DE
05:50:11.242 Weapons: ('M Laser', )
05:50:11.242 heat generated: -27 current: 6 acceptable: 66 willOverheat: False
05:50:11.242 attack order: using attack type: Shooting against: Wolverine WVR-1R
05:50:11.243 Target will suffer: 3.92 with firepower reduction: 12.5
05:50:11.243 Comparing damage - opportunity: 3.92 > designated: * threshold: 1.1
05:50:11.243 Comparing firepower reduction - opportunity: 12.5 vs. designated: 0 * threshold: 2.1
So WTF did it end up as a melee attack?

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Type

    No type
    No fields configured for issues without a type.

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions