False TERRAIN_MASK_WALL where is ConstructedWall
-
shard3, W8N8, surroundings just became novice area.
Because of that the top exit just became indestructible walls (hits == undefined).
When I try to find out if the Y=0 tiles are terrain wall or constructed walls with no hits then there is some strange behavior:
x - terrain - construced 0 1 0 1 1 0 2 1 0 3 1 0 4 1 1 should be "4 0 1" 5 0 1 6 0 1 7 0 1 8 0 1 9 0 1 10 0 1 11 1 1 should be "11 0 1" 12 1 1 should be "12 0 1" 13 1 1 should be "13 0 1" 14 1 1 should be "14 0 1" 15 1 1 should be "15 0 1" 16 1 1 should be "16 0 1" 17 1 0 18 1 0 19 1 0 20 1 0 21 1 0 22 1 0 23 1 0 24 1 0 25 1 0 26 1 0 27 1 0 28 1 0 29 1 1 should be "29 0 1" 30 0 1 31 0 1 32 0 1 33 0 1 34 0 1 35 0 1 36 0 1 37 0 0 should be "37 1 0" 38 0 0 should be "38 1 0" 39 1 0 40 1 0 41 1 1 should be "41 0 1" 42 1 1 should be "42 0 1" 43 1 1 should be "43 0 1" 44 1 1 should be "44 0 1" 45 1 1 should be "45 0 1" 46 1 0 47 1 0 48 1 0 49 1 0
Here is the code:
let roomTerrain = Game.map.getRoomTerrain(rn) console.log(x, roomTerrain.get(x, 0), this.structures.filter(s => s.structureType == STRUCTURE_WALL && s.hits == undefined && s.pos.x == x && s.pos.y == 0).length)
The GUI shows correct:
Any ideas what I did wrong or if it's a bug?
-
Try this:
Game.map.getRoomTerrain('W8N8').get(37,0) 1 Game.map.getRoomTerrain('W8N8').get(41,0) 0
If you have the same results, it's something wrong with your code. Otherwise, please report providing a full version of minimal reproducing code.
-
@myunnamed said in False TERRAIN_MASK_WALL where is ConstructedWall:
Game.map.getRoomTerrain(rn)
Obviously I called
getRoomTerrain
withrn
instead ofthis.name
like how I got the ConstructedWallthis.structures.filter()
.My bad. I'm really sorry for the false alarm.