Station caught cheating!

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Screet
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Station caught cheating!

Post by Screet »

Hi,

with v1.72.2 I've just had a strange fun. Since I was watching a hyperspace bubble that did steal the N buoy and also caused every launching ship (including the armadillo which tried to replace the buoy) to witchspace out, I thought I should give it some time and see if it would finally envelope the station.

Sadly, at some point all approaching ships stopped outside and no new ones were launched, thus the bubble did vanish after a long time.

Since I would have reloaded anyway, I thought I should have some fun with it and told my turrets to open fire.

The station began to vent plasma, but then: target lost. Auto-retargeting and the bombardment continued...I even had a full screen of those "target lost" messages. But the station did not blow up!

Looking at the logfile, I found that the station was cheating! It's energy went below 0, but then it was up to over 100 again...went down below zero and up again...

Furthermore, the station did launch more police ships than it was allowed to do!

I've got some screenshots, but I bet not spectacular enough. The log is more interesting:

Code: Select all

[dumpState]: State for <StationEntity 0xc83a880>{"Coriolis Station (Metaforce Variant)" "Coriolis Station (Metaforce Variant)" ID: 254 position: (-110285, -18613.4, 666686) scanClass: CLASS_STATION status: STATUS_ACTIVE}:
  [dumpState.entity]: Universal ID: 254
  [dumpState.entity]: Scan class: CLASS_STATION
  [dumpState.entity]: Status: STATUS_ACTIVE
  [dumpState.entity]: Position: (-110285, -18613.4, 666686)
  [dumpState.entity]: Orientation: (0.319227 - 0.50168i - 0.326608j - 0.734669k)
  [dumpState.entity]: Distance travelled: 0
  [dumpState.entity]: Energy: -13.9325 of 25000
  [dumpState.entity]: Mass: 4.82227e+008
  [dumpState.entity]: Owner: <StationEntity 0xc83a880>{"Coriolis Station (Metaforce Variant)" "Coriolis Station (Metaforce Variant)" ID: 254 position: (-110285, -18613.4, 666686) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  [dumpState.entity]: Flags: isShip, isStation, hasRotated, isSunlit, collisionTestFilter, throw_sparks
  [dumpState.shipEntity]: Name: Coriolis Station (Metaforce Variant)
  [dumpState.shipEntity]: Display Name: Coriolis Station (Metaforce Variant)
  [dumpState.shipEntity]: Roles: <OORoleSet 0x10e4c6c0>{coriolis station}
  [dumpState.shipEntity]: Primary role: coriolis
  [dumpState.shipEntity]: Script: <OOJSScript 0x10e4bab8>{"oolite-default-ship-script" version 1.72.2}
  [dumpState.shipEntity]: Subentity count: 2
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  [dumpState.shipEntity]: Target: <PlayerEntity 0xd0b29c8>{"Hammer of Sorrow" ID: 100 position: (-113003, -17450.3, 664776) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (0, 0, 0)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 0
  [dumpState.shipEntity]: Fuel: 0
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 0
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: stationAI.plist
    [dumpState.ai]: Current state: DEFENSE_MODE
    [dumpState.ai]: Next think time: 2385.47
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 0
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 102428
  [dumpState.shipEntity]: Spawn time: 27.6 (2357.82 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: escortsAreSetUp, canFragment
  [dumpState.stationEntity]: Alert level: red
  [dumpState.stationEntity]: Max police: 8
  [dumpState.stationEntity]: Max defense ships: 3
  [dumpState.stationEntity]: Police launched: 9
  [dumpState.stationEntity]: Max scavengers: 3
  [dumpState.stationEntity]: Scavengers launched: 0
  [dumpState.stationEntity]: Docked shuttles: 0
  [dumpState.stationEntity]: Docked traders: 2
  [dumpState.stationEntity]: Equivalent tech level: 6
  [dumpState.stationEntity]: Equipment price factor: 1
  [dumpState.stationEntity]: Flags: no_docking_while_launching, rotatingStation
Edit: With each target lost, there were some kills added to my file...wonder what would happen if I'd keep the game running...fugitive overflow to extremely clean? Kill overflow to harmless?

Screet
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Lestradae
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...

Post by Lestradae »

I got the same results, when some time ago in an obviously very boring moment I took out one of the new Overtuned Juggernauts for a test drive, and, after blowing up an energy bomb and emptying a 16-missiles rack of OSE's also new Photon Torpedos into the main station, fired with all 15 turrets onto it. After some time it started venting plasma, and then the same phenomena as yours.

I seem to recall someone once reported a bug like this, but not with the main station, with some big ship, a generation ship perhaps?

Is it wanted behaviour so that the main station is usually indestructible, or is this a bug?

:twisted:

Lestradae Duval
Screet
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Re: ...

Post by Screet »

Lestradae wrote:
Is it wanted behaviour so that the main station is usually indestructible, or is this a bug?
At least it should be a bug that a commander can make so many "kills" in such a short time ;) I got over 5000kills within one hour! Shooting at the station...result: "Right on, Commander!" :twisted:

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Re: Station caught cheating!

Post by Eric Walch »

Screet wrote:
Furthermore, the station did launch more police ships than it was allowed to do!
It is not cheating. Police never cheats. It just can launch more police that it says to surprise the offenders. :twisted:

Looking at the code I read:

Code: Select all

- (void) launchPolice
{
	unsigned i;
	//..... deletion
	for (i = 0; (i < 4)&&(police_launched <= max_police) ; i++)    <-----
	{
		// ...... deletion
		police_launched++;
	}
}
I never noticed, but the command launchPolice instructs four police launches when they are available. And yes, it launches one ship more than max police
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Post by Kaks »

Main stations are meant to be indestructible. There's specific commands in legacy scripting & js just to be able to destroy the main station.

As of yesterday, we shouldn't get a bonus police ship anymore, and no kills awarded for trying to kill the main station.

Screet, could you get the latest source from svn & let us know if we missed anything? Thanks!
Screet wrote:
Edit: With each target lost, there were some kills added to my file...wonder what would happen if I'd keep the game running...fugitive overflow to extremely clean? Kill overflow to harmless?
No need to change that part of the code: your bounty is raised at most twice (if 0 or low enough to begin with). No overflow. Feel free to look at the source code to double check what I'm saying! ;)
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Post by Screet »

Kaks wrote:
Screet, could you get the latest source from svn & let us know if we missed anything? Thanks!
It'll be a bit difficult to test, as my favourite ship is the Caduceus and the GriffBoa doesn't pack the power to destroy a station with turrets...while 1.73 has the turret issue with the Caduceus.

Well...I need to have a look at that anyway, it seems. Guess my first test will be to improve the GriffBoa turrets and have a look at station killing, then try to see if I can find out from the code point about the Caduceus turret problem...hell...I'm so busy with my dog these days, I almost don't have time to play. I spend more time on this board reading/writing than playing oolite ;)

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Post by DaddyHoggy »

Screet wrote:
Kaks wrote:
Screet, could you get the latest source from svn & let us know if we missed anything? Thanks!
It'll be a bit difficult to test, as my favourite ship is the Caduceus and the GriffBoa doesn't pack the power to destroy a station with turrets...while 1.73 has the turret issue with the Caduceus.

Well...I need to have a look at that anyway, it seems. Guess my first test will be to improve the GriffBoa turrets and have a look at station killing, then try to see if I can find out from the code point about the Caduceus turret problem...hell...I'm so busy with my dog these days, I almost don't have time to play. I spend more time on this board reading/writing than playing oolite ;)

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Post by Screet »

Kaks wrote:
As of yesterday, we shouldn't get a bonus police ship anymore, and no kills awarded for trying to kill the main station.

Screet, could you get the latest source from svn & let us know if we missed anything? Thanks!
It looks to me that stations now instantly replenish their energy (or that my update to the GriffBoa turrets for much more energy did not work) as I cannot cause the station to lose more than a few points of energy.

However, what's interesting is that there came no police after me for shooting the station. Viewing the log, it appears to me that the station went into launch state but failed to launch it's ship and then did stay there.

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Post by Kaks »

You might have just sat in front of the docking bay for a little while before opening fire. Normally, if there isn't enough launch clearance, no ships can be launched. If attacked, the station tries to launch defence ships anyway, but that would work only if there's no civilians already waiting in the launch queue.

In any case, that part of the code hasn't been changed in a while, afaik!
Last edited by Kaks on Thu Apr 02, 2009 12:24 pm, edited 1 time in total.
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Post by Screet »

Kaks wrote:
In any case, that part of the code hasn't been changed in a while, afaik!
Could it have to do with messages about escort bugs? I had some reports of those, as the station apparantly tried to launch ships which had escorts pending...

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Post by Kaks »

Ah, those! In that case, that part of the code hasn't been changed in a while, afaik!

Still, if you absolutely, positively, definitely don't see any stations defenders anymore I'll have another look.
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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Post by Screet »

Kaks wrote:
Still, if you absolutely, positively, definitely don't see any stations defenders anymore I'll have another look.
No police! I just had the trunk version updated for the Caduceus to fix it's turrets and got the station to vent plasma...but there was NOT A SINGLE SHIP attacking me!

Code: Select all

[dumpState]: State for <StationEntity 0x16c9a6f8>{"Coriolis Station (Waspline Variant)" "Coriolis Station (Waspline Variant)" ID: 153 position: (99037.1, -725.533, 591994) scanClass: CLASS_STATION status: STATUS_ACTIVE}:
  [dumpState.entity]: Universal ID: 153
  [dumpState.entity]: Scan class: CLASS_STATION
  [dumpState.entity]: Status: STATUS_ACTIVE
  [dumpState.entity]: Position: (99037.1, -725.533, 591994)
  [dumpState.entity]: Orientation: (-0.00789585 + 0.590577i - 0.0101122j - 0.806879k)
  [dumpState.entity]: Distance travelled: 0
  [dumpState.entity]: Energy: 53.1472 of 25000
  [dumpState.entity]: Mass: 4.82227e+008
  [dumpState.entity]: Owner: <StationEntity 0x16c9a6f8>{"Coriolis Station (Waspline Variant)" "Coriolis Station (Waspline Variant)" ID: 153 position: (99037.1, -725.533, 591994) scanClass: CLASS_STATION status: STATUS_ACTIVE}
  [dumpState.entity]: Flags: isShip, isStation, hasRotated, isSunlit, collisionTestFilter, throw_sparks
  [dumpState.shipEntity]: Name: Coriolis Station (Waspline Variant)
  [dumpState.shipEntity]: Display Name: Coriolis Station (Waspline Variant)
  [dumpState.shipEntity]: Roles: <OORoleSet 0xc947830>{coriolis station}
  [dumpState.shipEntity]: Primary role: coriolis
  [dumpState.shipEntity]: Script: <OOJSScript 0xc947fb0>{"oolite-default-ship-script" version 1.73}
  [dumpState.shipEntity]: Subentity count: 2
  [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  [dumpState.shipEntity]: Target: <PlayerEntity 0xa1853c0>{"Hammer of Sorrow" ID: 100 position: (96621, -881.128, 592674) scanClass: CLASS_PLAYER status: STATUS_IN_FLIGHT}
  [dumpState.shipEntity]: Destination: (0, 0, 0)
  [dumpState.shipEntity]: Other destination: (0, 0, 0)
  [dumpState.shipEntity]: Waypoint count: 0
  [dumpState.shipEntity]: Desired speed: 0
  [dumpState.shipEntity]: Escort count: 8
  [dumpState.shipEntity]: Fuel: 0
  [dumpState.shipEntity]: Fuel accumulator: 1
  [dumpState.shipEntity]: Missile count: 0
  [dumpState.shipEntity.ai]: AI:
    [dumpState.ai]: State machine name: stationAI.plist
    [dumpState.ai]: Current state: DEFENSE_MODE
    [dumpState.ai]: Next think time: 686.316
    [dumpState.ai]: Next think interval: 0.125
  [dumpState.shipEntity]: Frustration: 0
  [dumpState.shipEntity]: Success factor: 0
  [dumpState.shipEntity]: Shots fired: 0
  [dumpState.shipEntity]: Time since shot: 100684
  [dumpState.shipEntity]: Spawn time: 2.115 (684.177 seconds ago)
  [dumpState.shipEntity]: Hull temperature: 60
  [dumpState.shipEntity]: Heat insulation: 1
  [dumpState.shipEntity]: Flags: canFragment
  [dumpState.stationEntity]: Alert level: red
  [dumpState.stationEntity]: Max police: 8
  [dumpState.stationEntity]: Max defense ships: 3
  [dumpState.stationEntity]: Police launched: 8
  [dumpState.stationEntity]: Max scavengers: 3
  [dumpState.stationEntity]: Scavengers launched: 0
  [dumpState.stationEntity]: Docked shuttles: 0
  [dumpState.stationEntity]: Docked traders: 3
  [dumpState.stationEntity]: Equivalent tech level: 5
  [dumpState.stationEntity]: Equipment price factor: 1
  [dumpState.stationEntity]: Flags: no_docking_while_launching, rotatingStation
In the previous version, the station would just have launched a ship which would have rammed me if I was in it's launch path. I once accidentally became fugitive because of launching and then setting speed to 0...a police ship launched right behind, rammed me...and that was it. With 1.73 - nothing!

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Post by Kaks »

Well, I don't know what to say. Every single time I attack any station the station sends out its defenders, ready to shoot the attacker!

I haven't changed any of the launch behaviour, apart from making sure that the station doesn't launch one more defender than the max_police.

Do you 'normally' get 1 police defender only when you attack the station in 1.72? Or does it send out its 4 defenders?

Plus, if you don't mind, could you tell us if the main station still gives you 'free kills' in trunk? And does it disappear from the targetting system in trunk?

TIA!
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Post by Screet »

Kaks wrote:
Do you 'normally' get 1 police defender only when you attack the station in 1.72? Or does it send out its 4 defenders?

Plus, if you don't mind, could you tell us if the main station still gives you 'free kills' in trunk? And does it disappear from the targetting system in trunk?
I did never count them, but in 1.72 there were several police launches within a very short time, might well have been a four ship wave.

In trunk, I do neither get kills nor "target lost" for the station anymore :D

However, there's also no launches...and that's not since my change to the shiploading mechanism, it was that way already before.

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Post by Kaks »

It's good to know that at least some of the bugfixes are working! ;)

Unfortunately the defenders keep coming out of my stations, so I really don't know what's happening.... unless... hmm, wait! The stations you're having problems with are from an OXP, aren't they?
Maybe there are some problems with that OXP & 1.73?

I'm clutching at straws here, but that's all I can think of atm...
Hey, free OXPs: farsun v1.05 & tty v0.5! :0)
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