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Boat movement validation

Posted: Fri Aug 04, 2006 5:47 am
by Lagoon
I'd like to have an explanation about the movement validation of boats. Reading core script I couldn't find any code block dealing with movement validation, so I think it's managed by the core when one of the boat movements library functions is called. I know the core checks for obstacles in static and dynamic items according to the coordinates of the boat (I think it checks for each item belonging to the boat, or maybe it creates a sort of bounding box which has all the boat items inside and checks its coordinates againt the static and dynamic items), correct me if I'm wrong. I couldn't fin any info regarding how movement validation is done (if any is done) in relation with the map. Does it checks for water tiles in an hardcoded map tile IDs list? If there any config file defining sailable map tiles? What happens when a script tries to move a boat in shallow water? Does it check for map tiles and, finding the brown map tiles of the bottom of sea, it checks it against a map tiles list? Or does it check for static water tiles? Any info is welcome ^_^

Posted: Fri Aug 04, 2006 10:42 am
by Pierce
This is a really interesting question. I am interested on the answer too.

My experience so far ist, that the boat movement is stopped by e.g. landtiles like 0066 around a land mass that is lower in z level than the sea level. If i build a static pier i always have to edit the map under the static pier with these tiles. Otherwise the ships will sail through it. Items or Multis on "sea" won't stop boat movement unless you script a "radar" in your boat script, which consumes a lot of performance.

Posted: Tue Aug 08, 2006 4:11 pm
by Lagoon
Any hint by the devs about how this works? :roll:

Posted: Fri Aug 11, 2006 8:08 pm
by sherkas
The core only checks for land edges statics. Anything else is deemed fair game for hte boat to pass through.


A update to the core to add items as blockable (same with multis) should be coded, its very easy to do.

Posted: Fri Aug 11, 2006 8:13 pm
by OldnGrey
Ah, that explains why a boat will sail into a wharf built in statics.
Putting grass underneath on the server map only seems fair enough.