flux reports: mobs can be lured out of the a ... #1272

Closed
opened 2022-01-05 06:08:08 +00:00 by yourland-report · 16 comments

flux reports a bug:

mobs can be lured out of the arena much easier now than they used to be, they should die if they get outside

Player position:

{
	y = 14.5,
	x = 2124.3830566406,
	z = 1286.1590576172
}

Player look:

{
	y = -0.44009590148926,
	x = -0.13938690721989,
	z = -0.88706642389297
}

Player information:

{
	min_rtt = 0.15999999642372,
	max_rtt = 1.9759999513626,
	connection_uptime = 1962,
	max_jitter = 1.4079999923706,
	minor = 4,
	major = 5,
	ip_version = 6,
	formspec_version = 4,
	patch = 0,
	protocol_version = 39,
	serialization_version = 28,
	lang_code = "",
	version_string = "5.4.0",
	avg_rtt = 0.16799999773502,
	state = "Active",
	avg_jitter = 0.0010000020265579,
	min_jitter = 0
}

Player meta:

{
	fields = {
		["3d_armor_inventory"] = "return {\"3d_armor:leggings_nether 1 6240\", \"3d_armor:chestplate_nether 1 6240\", \"3d_armor:helmet_nether 1 3120\", \"shields:shield_rainbow 1 1800\", \"3d_armor:boots_crystal 1 1440\", \"\"}",
		["petz:werewolf_vignette_id"] = "20",
		played_time = "6967868",
		jointime = "1615351173",
		yl_commons_player_joined = "1641360941",
		["signslib:pos"] = "(1275,62,541)",
		digged_nodes = "795631",
		placed_nodes = "290921",
		bitten = "0",
		["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}",
		partychat = "party",
		["petz:old_override_table"] = "return {[\"new_move\"] = true, [\"sneak\"] = true, [\"sneak_glitch\"] = false, [\"jump\"] = 1.5, [\"speed\"] = 2, [\"gravity\"] = 1}",
		["petz:lycanthropy"] = "1",
		yl_church = "return {[\"last_death\"] = {[\"y\"] = 29822, [\"x\"] = 1949, [\"z\"] = 1608}, [\"last_heal\"] = 1615504208, [\"last_death_portal\"] = 1640581842}",
		yl_commons_thankyou = "49",
		["stamina:level"] = "16.225",
		punch_count = "26152",
		arenalib_infobox_arenaID = "0",
		inflicted_damage = "441598",
		crafted = "24787",
		["petz:werewolf_clan_idx"] = "1",
		xp = "882557",
		["petz:werewolf"] = "1",
		died = "57",
		hud_state = "on",
		repellant = "0",
		yl_commons_player_created = "1615351173"
	}
}

Log identifier


[MOD] yl_report log identifier = kdEVvQ7jrThw1DjKSzhr3nMQXTTkfHLu

Profiler save:

profile-20220105T070807.json_pretty

Status:

# Server: version=5.4.1-yl, uptime=73938.8, max_lag=2.31532, clients={dert, DreamNotFound, karlbrock, flux, AliasAlreadyTaken, Bailiff, Service, mindfrost}

Teleport command:

/teleport xyz 2124 15 1286

Compass command:

/give_compass Construction kdEVvQ7jrThw1DjKSzhr3nMQXTTkfHLu D2691E 2124 15 1286
flux reports a bug: > mobs can be lured out of the arena much easier now than they used to be, they should die if they get outside Player position: ``` { y = 14.5, x = 2124.3830566406, z = 1286.1590576172 } ``` Player look: ``` { y = -0.44009590148926, x = -0.13938690721989, z = -0.88706642389297 } ``` Player information: ``` { min_rtt = 0.15999999642372, max_rtt = 1.9759999513626, connection_uptime = 1962, max_jitter = 1.4079999923706, minor = 4, major = 5, ip_version = 6, formspec_version = 4, patch = 0, protocol_version = 39, serialization_version = 28, lang_code = "", version_string = "5.4.0", avg_rtt = 0.16799999773502, state = "Active", avg_jitter = 0.0010000020265579, min_jitter = 0 } ``` Player meta: ``` { fields = { ["3d_armor_inventory"] = "return {\"3d_armor:leggings_nether 1 6240\", \"3d_armor:chestplate_nether 1 6240\", \"3d_armor:helmet_nether 1 3120\", \"shields:shield_rainbow 1 1800\", \"3d_armor:boots_crystal 1 1440\", \"\"}", ["petz:werewolf_vignette_id"] = "20", played_time = "6967868", jointime = "1615351173", yl_commons_player_joined = "1641360941", ["signslib:pos"] = "(1275,62,541)", digged_nodes = "795631", placed_nodes = "290921", bitten = "0", ["unified_inventory:bags"] = "return {\"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\", \"water_life:croc_bag\"}", partychat = "party", ["petz:old_override_table"] = "return {[\"new_move\"] = true, [\"sneak\"] = true, [\"sneak_glitch\"] = false, [\"jump\"] = 1.5, [\"speed\"] = 2, [\"gravity\"] = 1}", ["petz:lycanthropy"] = "1", yl_church = "return {[\"last_death\"] = {[\"y\"] = 29822, [\"x\"] = 1949, [\"z\"] = 1608}, [\"last_heal\"] = 1615504208, [\"last_death_portal\"] = 1640581842}", yl_commons_thankyou = "49", ["stamina:level"] = "16.225", punch_count = "26152", arenalib_infobox_arenaID = "0", inflicted_damage = "441598", crafted = "24787", ["petz:werewolf_clan_idx"] = "1", xp = "882557", ["petz:werewolf"] = "1", died = "57", hud_state = "on", repellant = "0", yl_commons_player_created = "1615351173" } } ``` Log identifier ``` [MOD] yl_report log identifier = kdEVvQ7jrThw1DjKSzhr3nMQXTTkfHLu ``` Profiler save: ``` profile-20220105T070807.json_pretty ``` Status: ``` # Server: version=5.4.1-yl, uptime=73938.8, max_lag=2.31532, clients={dert, DreamNotFound, karlbrock, flux, AliasAlreadyTaken, Bailiff, Service, mindfrost} ``` Teleport command: ``` /teleport xyz 2124 15 1286 ``` Compass command: ``` /give_compass Construction kdEVvQ7jrThw1DjKSzhr3nMQXTTkfHLu D2691E 2124 15 1286 ```
AliasAlreadyTaken was assigned by yourland-report 2022-01-05 06:08:08 +00:00
Styxcolor added the
1. kind/enhancement
label 2022-01-05 06:15:42 +00:00
Member

nothing seems to spawn right now anyway? i remember a point in time when they generally did die if you lured them out. is this a regression of a solution to #93? and why was that not closed?

nothing seems to spawn right now anyway? i remember a point in time when they generally did die if you lured them out. is this a regression of a solution to #93? and why was that not closed?

Gladiators have a built-in killswitch if they leave the arena, but normal monsters don't. Regarding #93: I was mistaken, there is no "kill entities, not kill players" block in maptools. That's why the issue is open still.

Solutions:

  • Wait for city guard, place them at the entrances, let them handle escaping mobs. (drawback: will take some time until they are available, advantage: in-world explanation)
  • Add an invisible entity that acts like a gatekeeper and instakills everything but players (drawback: petz might die, too)
  • use a globalstep to remove mobs once they exit the arena
  • add a block that allows pass through by players, but not entities (drawback: not sure if even possible)

Any other ideas?

Gladiators have a built-in killswitch if they leave the arena, but normal monsters don't. Regarding #93: I was mistaken, there is no "kill entities, not kill players" block in maptools. That's why the issue is open still. Solutions: - Wait for city guard, place them at the entrances, let them handle escaping mobs. (drawback: will take some time until they are available, advantage: in-world explanation) - Add an invisible entity that acts like a gatekeeper and instakills everything but players (drawback: petz might die, too) - use a globalstep to remove mobs once they exit the arena - add a block that allows pass through by players, but not entities (drawback: not sure if even possible) Any other ideas?

Any other ideas?

mesecon player detector doors?

> Any other ideas? mesecon player detector doors?
Member

Any other ideas?

mesecon player detector doors?

that wouldn't work, but i suppose re-designing the arena so that the only way out involves climbing a ladder, would work.

> > Any other ideas? > > mesecon player detector doors? > > that wouldn't work, but i suppose re-designing the arena so that the only way out involves climbing a ladder, would work.
Member

I think it'd work if we "tag" arena-spawned monsters somehow, and use a globalstep (or something) to check to see if the tagged monsters have wandered outside the arena.

I think it'd work if we "tag" arena-spawned monsters somehow, and use a globalstep (or something) to check to see if the tagged monsters have wandered outside the arena.

Any other ideas?

mesecon player detector doors?

that wouldn't work, but i suppose re-designing the arena so that the only way out involves climbing a ladder, would work.

as a quickfix doors that only open for players at the entrances to the arena.
why not?

> > > Any other ideas? > > > > mesecon player detector doors? > > > > > > that wouldn't work, but i suppose re-designing the arena so that the only way out involves climbing a ladder, would work. as a quickfix doors that only open for players at the entrances to the arena. why not?

Players can pass through doors, mobs can't. Can we simply add doors to the entrances?

Or could we "take inspiration" by how doors do it? Only take their block (which must be passthrough for players, but not for entities) and leave out the door part?

Players can pass through doors, mobs can't. Can we simply add doors to the entrances? Or could we "take inspiration" by how doors do it? Only take their block (which must be passthrough for players, but not for entities) and leave out the door part?
Member

there's no such thing as a block that's passthrough for players but not other entities.

there's no such thing as a block that's passthrough for players but not other entities.
AliasAlreadyTaken added the
3. source/ingame
label 2022-01-06 04:26:45 +00:00

as a quickfix doors that only open for players at the entrances to the arena.

I added doors to the entrances for the time being.

Mobs of the gladiator game have such a mechanic:

https://gitea.your-land.de/your-land/yl_arena/src/branch/master/game_gladiators.lua#L137

> as a quickfix doors that only open for players at the entrances to the arena. I added doors to the entrances for the time being. Mobs of the gladiator game have such a mechanic: https://gitea.your-land.de/your-land/yl_arena/src/branch/master/game_gladiators.lua#L137
Member

the doors, they do nothing :)

![](https://gitea.your-land.de/attachments/69a9fc1f-5b5a-4543-936f-ee95b94ed8aa) the doors, they do nothing :)

sure if players dont close them hence why I suggested player detector for automatic doors

sure if players dont close them hence why I suggested player detector for automatic doors
Member

sure if players dont close them hence why I suggested player detector for automatic doors

that still does nothing to keep players from luring mobs out of the arena, which is the real problem.

> sure if players dont close them hence why I suggested player detector for automatic doors that still does nothing to keep players from luring mobs out of the arena, which is the real problem.

you´re right if they do it on purpose but most of the times it just happens because players try to escape arena mobs.

you´re right if they do it on purpose but most of the times it just happens because players try to escape arena mobs.

There are more parts of the problem.

  1. Players fleeing from strong hostiles out of the arena, with the hostiles giving chase.

  2. Players luring mobs out of the arena for fun, to spawnkill people or worse.

  3. Hostiles wandering out of the arena by themselves,

Only 3. can be stopped by Alias' puny doors.

All of them can be stopped if we give them a life leash tied to the center of the arena. That can be done, the gladiators prove it. I only don't know how to alter a mob at runtime, without affecting the whole class

There are more parts of the problem. 1. Players fleeing from strong hostiles out of the arena, with the hostiles giving chase. 2. Players luring mobs out of the arena for fun, to spawnkill people or worse. 3. Hostiles wandering out of the arena by themselves, Only 3. can be stopped by Alias' puny doors. All of them can be stopped if we give them a life leash tied to the center of the arena. That can be done, the gladiators prove it. I only don't know how to alter a mob at runtime, without affecting the whole class
Member

I only don't know how to alter a mob at runtime, without affecting the whole class

how do you make mobs drop XP when they're killed, during specific events? how do you control the lifespan of mobs spawned by focuses? maybe i'm assuming certain problems are solved, when they are not.

> I only don't know how to alter a mob at runtime, without affecting the whole class how do you make mobs drop XP when they're killed, during specific events? how do you control the lifespan of mobs spawned by focuses? maybe i'm assuming certain problems are solved, when they are not.
Member

Closing as dupe of #93

Closing as dupe of #93
flux closed this issue 2022-05-22 02:48:16 +00:00
flux added the
5. result/duplicate
label 2022-05-22 02:48:27 +00:00
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Reference: your-land/bugtracker#1272
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