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AI Warp Ability #41005
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AI Warp Ability #41005
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… handling - Updated localization for unknown targets in the navigation map. - Added disposal logic for event subscriptions in CrewMonitoringWindow. - Implemented logging for warp requests and errors in CrewMonitoringConsoleSystem and StationAiSystem.
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Duplicate of #31653
Same review as for the other PR: This needs to be preloading the target area via a view subscription to prevent PVS pop in.
Additionally this should not be hardcoded to station AIs or crew monitors.
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This is good quality-of-life for the AI player but I worry this might also be a significant buff. The AI needing to manually scroll around the station means antagonists can "distract" the AI by giving orders or causing problems that direct the AI's attention away from where their actual objective is; letting the AI instantly snap to certain locations improves their response time significantly and makes it very hard to avoid their attention. |
This is a seperate issue that should be addressed in a seperate way. AI helping security is primarly due to the fact it is a force that the crew can 100% trust. This can be solved, for example, by allowing ion storms, a malf AI antagonist or natural tools allowing you to deter an AI from a location (disabling cameras, specific items to become invisible to silicons, similiar) |
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Gonna be honest, my first reaction was to be "territorial", and biased toward my own solution. Perhaps natural. But on some reflection, I don't really care if I'm the one who gets the feature in or not, so long as it's done. I do not own this idea, and I also have other stuff I should be working on, too, so being able to "outsource" this is a net gain for the project, I suppose. Feel free to use any part of #31653 if you want I did not do an in-depth code review but the biggest difference that immediately stood out to me is that this one works through just clicking on the map. I chose not to do that so it does not overlap with the current functionality, though this is undeniably more intuitive - would people reliably find how to navmap warp with my version? As mentioned above, the hurdle that needs to be coded is that you need to do something like ViewSubscriber, but for coordinates instead of to an entity. This functionality is not yet coded. |

About the PR
Adds a Station AI warp interface mirroring ghost warps and extends the Crew Monitoring console so the AI can reposition its eye directly from the map. The warp panel lists coordinate-broadcasting crew and station POIs, with follow support for moving targets.
Why / Balance
Station AI players lacked a quick way to reposition; relying on manual camera scrolling made surveillance and reaction sluggish. The new warp UI and crew-monitor map hopping give the AI responsive oversight while still honoring balance constraints - only crew broadcasting coordinates appear (just like the ghost warp menu), so stealthy players remain hidden. This tightens coordination without adding combat power.
Technical details
Media
https://youtu.be/EVILGOPV9Xs
Requirements
Breaking changes
None
Changelog
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